Shemarrian-related fan creations

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glitterboy2098
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Re: Shemarrian-related fan creations

Unread post by glitterboy2098 »

taalismn wrote:The webcomic Freefall http://freefall.purrsia.com/ has a very amusing (future)Memorial Day cartoon commemorating the AIs who also fall in combat.

only issue is that all but the last 2 listings from the dinochrome brigade list are crewed tanks, not AI.. (the Mk.III was the first with primative AI support.. you didn't have autonomous AI's till the Mk.X, and human type intelligence wasn't till the Mk.XX
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Re: Shemarrian-related fan creations

Unread post by taalismn »

glitterboy2098 wrote:
taalismn wrote:The webcomic Freefall http://freefall.purrsia.com/ has a very amusing (future)Memorial Day cartoon commemorating the AIs who also fall in combat.

only issue is that all but the last 2 listings from the dinochrome brigade list are crewed tanks, not AI.. (the Mk.III was the first with primative AI support.. you didn't have autonomous AI's till the Mk.X, and human type intelligence wasn't till the Mk.XX


The Freefall AIs may allow for earlier 'drone' robots to be primitive ancestors, with a record attached...Like knowing the names of the Cro-Magnons who fought some skirmish against wolves in such-and-such-a-valley.

After all, the AI Wall there also mentions autogun turrets(who are hardly decent conversationalists, but my thought is the CMC 's autogun turrets in Aliens because they 'fought the good fight' and were destroyed...and because colonial marines get mentioned earlier in Freefall), drones(which could mean anything from The Forever War's relativistic missiles to the Polity's snarky-smart war-drones), and orbital weapons platforms(like Babylon 5's G.O.D. satellites, which were dumb machines).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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glitterboy2098
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Re: Shemarrian-related fan creations

Unread post by glitterboy2098 »

pretty sure the turrets are from Portal
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Re: Shemarrian-related fan creations

Unread post by taalismn »

glitterboy2098 wrote:pretty sure the turrets are from Portal



Given the robot cameos that appear in Freefall, could be anybody.
I prefer to think of the cited examples as being the cut-out CMC autoguns, because they 'died' in a worthy cause; protecting others.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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Re: Shemarrian-related fan creations

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Updated the Codex to cover current works in progress;
-Added new Warmount WIPs, up to and including the EcoS-K-75 MonstrApex,

Gotta have ambitions, no? :wink:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: Shemarrian-related fan creations

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Reanims
(aka ‘frankers’)

“I tell you, I know what I saw! It was Iyuzobi Esraunaw, walking among those Shemarrian ####es as they marched over us! He had cyborg limbs and looked rather paler than he normally did, but it was him, and he was alongside the Shemarrians as they shot us down! I even saw him take out the zobi when she tried to strike him down! The traitor!!!“
---Idadahe Corresu, Kittani Warrior, after the extinction of a Splugorth campaign expedition to strike a suspected Lost Eclipse base in the islands off Georgia.

The horrified Reclaimer soldier looked up from where his colleague lay unmoving on the ground, the faceplate to his hazmat suit shattered, blood pooling around his helmeted head.
Rising out of the wreckage of the building next to them was what looked like a young girl, barely clothed in the remains of a cutoff t-shirt and jean-shorts, belts and bandolier, showing her abnormally pale skin crossed with stitches, and also making clear the black metal arms and legs she had atatched to her. She was turned sidways to him, so he could also see the black metal spine that supported her back, and his gaze followed it up to her head, the ragged dark and gray mane of hair she sported, and the dark eyes glaring at him over the sights of the Reclaimer assault rifle, doubtlessly taken from the previous Reclaimation party that had gone missing, with which she had just shot his comrade.
His mind was screaming that it wasn’t possible that any survivors in any condition to resist had survived the nuclear bombardment that had pulverized the cities of the Unworthy, that the unclean masses had been swept aside, even as his combat reflexes brought his own rifle up to bear on her.
The girl, or whatever she was, was faster. Her rifle muzzle spat fire, and his world went away.

“Don’t you think it’s cruel, programming that poor dear to think she really is a revived survivor, and not just a machine?”
“No mere machine. Her neural net will grow, she will have greater incentive to take greater interest in the past here, to work around her ‘amnesia’, and she will, in that way, keep the memories of these people alive. That she, and the others like her, have come to harbor a resentment of the people who destroyed her people is only justice.”
“And her true nature?”
“She already accepts that parts of her have been replaced, and others will wear out in time, and be replaced in their stead. She seeks now to carry on the legacy and life of those lost, through the survival of her consciousness. In this, she is a greater monument to those who were destroyed here than anything else we can do. In this manner, the Radiant Edge has done right by this place of sorrows.”



While the EShemar have proven adapt at reviving and resurrecting the recently dead into NeShemar converts, sometimes they don’t always have the right parts of the body to do a complete job. Sometimes the central nervous system is so heavily damaged that the result, even with a full cyborg life support system pumping life into it, would be a mental vegetable. Short of some Wayfinder-developed magical soul reconstitution, reclaimation of the original person would be impossible. That hasn’t stopped some tribes from making do with what they find, and the result is what some called a ‘reanim’, a cyborg stitched together from a corpse(or several), reanimated with advanced bionics and nanotech, and given an AI brain(This may remind the more otherworldly of the Splicers ‘necrozombies’, and in fact the stats for those may be used to represent a typical reanim quite well).
Reanims resemble partial conversion cyborgs that haven’t quite been put back together right. The organic parts may come from several different bodies, stitched back together and infused with revivification nanites and preservative chemicals. The surviving brain tissue is heavily impregnated with networked nanites, and more often than not is supplemented by a nueral intelligence node.
Reanims are as controversial a subject as the ‘Myrmidons’(basic robots animated with a very low level Ecotroz fragment-essence) of a decade ago. Most Tribes regard them as wasteful of resources, if not outright ghoulish, creating a shambling imbecile of an AI, or a poor deluded artificial intelligence. The more liberal Shemarrians claim that N.I.s are capable of interfacing with the remaining organic brain tissue and reviving quantum-state resonance memories still clinging to their material anchors, but the more conservative regard this as sheer bunk, and that the reanim is running off pure robotic AI.
Almost all of the Shemarrian Tribes do not produce reanims on either ethical or logistical reasons. Not surprisingly, though, it is the Lost Eclipse that produces the most(ranging from ‘tecno-zombies’ to ‘cyber-mummies’), if only to shock others, and they have a particularly nasty reputation for cobbling back together Splugorth Minions and then sending them back against living Minions(the Lost Eclipse almost invariably also booby-traps the reanims with self-destructs, against the possibility of the Splugorth magically resurrecting any captured reanims of this sort). A few of the fringe tribes also follow the practice, most notably the Radiant Edge, who produce theirs from scavenged organic remains found in the catastrophe zones they prefer as their working environs. The Radiant Edge usually give theirs neural intelligence AIs leading to fully realized personalities, adding an extra element of horror to those seeking to exploit the ruins and finding very active ‘survivors’ opposing them. The Ghost Riders have also been rumored to have dabbled in producing reanims. Any reanims produced by other Tribes tend to be one-offs, with wildly different histories and success stories.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Some fun to make use of the recent Northern Gun books. :P :D :bandit:

“Wulfgar”----EShemar Wolf’s Path Oreseme

“Can’t say we’ve seen any Tolkeenites come through here, or any Fedmages for that matter. Probably on account of that supposedly secret Coalition unit that came through.”
“Deadboys? Here?”
“Dogboys. In that fancy Northern Gun power armor dey made up for the doggies. A squad of them came through a few days ago. Didn’t stop, say hello, or open up those cans of theirs to show their faces, and they were done up in funky tribal markings like they were some sort of merc unit or troublemaker party, but they moved more like regular soljahs than self-taught ‘warriors’. Clearly they was Prosekky hunta-killahs out looking for trouble. Passed the word not to mess with them and stay clear a’ them; don’t want no trouble with the Coalition if they is in the area.”

Though innovative in their own right, the EShemar are clearly not above taking advantage of others’ technology, usurping and copying designs and technologies they find useful and convenient to them. This was especially true of the early days of the Shemarrian Civil War, when the EShemar, cut off from resupply by ARCHIE-3’s secret factories, had to make due with what they could scavenge and adapt. Even when the EShemar were able to set up their own production facilities(Trinity Modules), copying and modifying proven designs developed by others greatly quickened the deployment of new EShemar units and equipment to the field.
Traditionally, the EShemar have gleefully knocked off Kittani technology, throwing the Minions’ inferiority back at them by using improved versions of their own equipment. However, as the Shemarrian Nation has consolidated its hold on the Eastern Seaboard and begun expanding its influence westward, domestic producers of high technology have increasingly found their own equipment scrutinized and utilized(with or without their permission) by the Shemarrians. Logically, the more prominent and widely distributed companies have proven the most susceptible to this, as their products are more readily available for scavenging.
Northern Gun, especially, has drawn Shemarrian attention, especially from the Wolf’s Path Tribe, whose far-ranging packs have increasingly come across Northern Gun-made equipment, to the point that the Wolves have readily taken to scavenging NG gear when they have a chance. Indeed, a strange form of techno-parasitism has taken hold, with Northern Gun being the unsuspecting ‘host’ to the Wolf’s Path. The fact that Northern Gun has produced a number of canine-themed robots and power armor has especially attracted the Wolf’s Path, who see the commercialism instead as a sign of predestination on the part of the equipment to become part of the Wolf’s Path stable. Indeed, the blatant knocking-off of components and entire frames of Northern Gun robots to produce the EcoS-K-57 Wolf-Spyder and EcoS-K-58 Vorpine Warmounts, has shown just how gleefully the Wolf’s Path will pirate Northern Gun.
The ‘Wulfgar’ is just the most recent example of the Wolf’s Path’s ‘symbiosis’ with Northern Gun. The ‘Wulfgar’ is an Oreseme adaptation of the NG-DX-001/HX002 Thunder Hound Power Armor, the canine appearance of which immediately grabbed the attention of EShemar who encountered it in action. After scavenging, capturing, or outright stealing, several examples of the Thunder Hound, the Wolf’s Path then gave the power armors a makeover, tweaking its appearance with some cosmetic reworking, adding additional internal robotics, installing a robotic AI(usually pulled from other Northern Gun systems), then Awakening the result with an Ecotroz essence-fragment. The result is an inexpensive(to the Shemarrians at least) addition to the Wolf’s Path’s ranks.
The Wolf’s Path likes the Wulfgar for a number of reasons; as Tribal auxiliaries, they are fast, tough, strong, and far more ‘in tune’ with the overall attitudes and wolf-aesthetic than previous efforts to adapt Northern Gun drones and Coalition skelebots, and spare parts are more readily available to the far-ranging Tribe as they encounter NG-equipped settlements and travelers. Northern Gun’s widespread distribution and promotion of its hardware has also played into the Wolf’s Path’s western expansion plans, as the Wulfgars can more readily pass inspection, at a distance, as merely more innocuous adventurers and local militia using Northern Gun equipment, rather than advance parties of a d-bee power bloc. Up closer, the psionic aura of the Awakened Ecotroz presence helps further the masquerade that the Wulfgar are living beings in power armor, not psionically-active robots.
Northern Gun for their part doesn’t suspect the true extent of the Shemarrians’ attraction to their ‘wolf’-themed products, though they suspect that some of their hardware is ending up in the Shemarrians’ hands, and that certain areas of North America see a particularly high rate of hijacking of their products.
Even though the Wolf’s Path has begun producing their own Wulfgar from scratch, the Tribe still scavenges and acquires original Thunder Hound armors when the opportunity presents itself.
Changes/Modifications:
The general stats of the NG-DX-001/HX002 Thunder Hound Power Armor remain unchanged, though the following special features have been added.

*Bite---The helmet/head of the DX-001/HX002 now features a fully articulated jaw(based on an Atlantean helmet design) that can bite for 3d6 MD.

*Retractable VibroClaws--Most Wulgar replace or supplement the single vibroblade in each forearm with sabre-claws that do 2d6 MD. Silver-plated ‘ripper’ blades are especially popular, when expecting contact with supernatural foes.

*Bionic Cybernanite Repair Systems---A modified bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 4d6 MD per hour, and can repair 50 MDC before needing material stocks to convert to MD repair material.

Programming:
Wulfgar are typically programmed with AIs pulled(or copied) from the ARCHIE-3 A-63 All-Purpose Heavy Robot or NG-WD71 Robosistant in another example of the Wolf’s Path knocking off NG designs.
A typical Wulfgar will have the following combat bonuses:
Actions/Attacks Per Melee: 8
+2 Initiative
+5 Strike
+4 Strike w/ Ranged Weapons
+6 Dodge
+6 Parry
+4 Disarm
+3 Pull Punch
+2 Roll
Critical Strike on a Natural 18-20
Paired Weapons
Judo Throw/Flip

Ecotroz-‘Awakened’ Wulgar have all the traits and psionic abilities of regular Awakened Shemarrians.

“Talos Legionnaires”----Shemar Ghost Rider Oreseme

“Who are those guys?! They’re utterly fearless bastards! Ran up into that Slaver party and ripped the hell out of ‘em! Left no #####ing survivors! Anybody see them outside their power armor? Because I’d like to buy those can-jockies a drink or three!”

Related to the Wulfgar are the Talos Legionnaires, an Oreseme creation of the Ghost Rider Tribe. Talos Legionnaires are various power armor suits, refurbished and refitted with robotic or neural intelligence A.I.s.
Talos Legionnaires can be of any type of power armor, but the majority of them in service to the Ghost Riders are Northern Gun models, mainly because they are the most readily available in North America. The suits are fitted with extra sensors, and a more advanced control system linked to an A.I. brain. That A.I. brain is programmed with a full complement of Military Robot programs, appropriate to the Legionnaires’ intended roles. Being products of the Ghost Riders, the Legionnaires are programmed with simulated personalities from various pre-Rifts video games and historical persona-sims(listening to the communications between a squad of Legionnaires can sound downright WEIRD when several of the ‘bots may be based on videogame characters, others on movie characters, and yet others on historical figures). The Legionnaires may also incorporate additional and concealed weaponry, usually Shemarrian-specific weapons, while externally carried hardware is more often than not battlefield salvage, so as to further the illusion of non-Shemarrian affiliation.
The Ghost Riders have collected over three hundred complete power armors (over 50% of Northern Gun types, with the remainder a mix of Black Market types such as the Shadowboy, some Titan Robotics models, and a smattering of Triax, Kittani, Naruni, Chipwell, CS and FQ types) and built a small army of Talos Legionnaires based in a hidden enclave near Mad Haven. They have deployed small numbers of Legionnaires about their domain and beyond as scouts and patrollers, allowing the Tribe to conceal their own movements without sacrificing coverage of their areas of responsibility. Seen from a distance, the Legionnaires look less conspicuous than a Shemarrian patrol, and are less likely to arouse suspicions, though closer scrutiny (such as a request to ‘get out of that can’) will cause problems for the robot soldiers. In fact, the term ‘Talos Legionnaire’ has been circulated as the name of a mercenary unit operating somewhere in the northeast, though nobody outside the Shemarrian Nation has been able to hire, or even contact, them.
Most other Tribes look askance at Talos Legionnaires, comparing them to the oft-controversial ‘myrmidons’, and those Talos Legionnaires taken into the service of other Tribes like the Silvermoons, Darkwaters, and Hawkmoons are ‘Awakened’ with the Ecotroz essence, and typically more extensively modified to include such features as the regenerative nanite repair system or Tribe-specific Upgrades(the Silvermoons like to mirror-chrome theirs).
Talos Legionnaires are also expected to be part of the ‘retinue’ of the Shemarrian Star Nation branch of the Ghost Riders, using locally available PA types and either imported or new construction Rifts Earth types.


Ecotroz-‘Awakened’ Talos Legionnaires have all the traits and psionic abilities of regular Awakened Shemarrians.

“Trollheim”----Shemar Ghost Rider Oreseme

<<“Lissen up here, little bruddas, dis be da Big Bhudda Booper, bringin’ the smack-down to da nasty-nasty worm-minnies who be givin’ the Booper’s littel brudas the hard time! So if any wormies be listenin’ on the open wavies, say hello and bye-bye to the BIG BHUDDA BOOPER’S OPEN IRON SLAPDOWN PALM OF PEACE!!!!”>>
-Overheard radio transmission during a battle between ‘Talos Legionnaires’ and Splugorth Slavers on the Jersey shore, at the same time a Titan Heavy Combat Robot entered the fray with a missile barrage.

‘Trollheim’ are the Ghost Riders’ next step up from the Talos Legionnaires; full-sized heavy combat robots modified with robotic AIs. The most commonly modified types are Northern Gun and Titan Robotics(take THAT, Dark One!), though a few older imported Triax types have also been known to be modified into Trollheims(in fact, the first Trollheim was a converted X-500 Forager Battlebot).
Trollheims are, because they no longer require crews, modified with extra internal reinforcement(increase main body MDC by 25%) and typically a concealed weapons system or two(especially concealed grenade or missile launchers). Titan Works models get the concealed ARCHIE-3 surveillance gear ripped out, cutting any milintel links out. Trollheims often retain their ‘working colors’, rather than Ghost Rider livery, though the Tribe has been known to dummy up the insignia of defunct or non-existent mercenary groups, the better to conceal the Trollheims’ current and true affiliation.
Because of problems of rarity of giant robots, concealment of their presence and movement, and the logistics of keeping them repaired and resupplied, Trollheims are understandably rare in the Shemarrian Nation, much more so than the Talos Legionnaires, and it’s unlikely that there are more than a hundred Trollheims in existence. However, they DO exist, and are deployed as scouts, area patrollers, and as part of infiltration units penetrating regions such as the New West or overseas, where the EShemar do not want to advertise their presence(yet). The majority of converted Trollheims, however, are believed to be kept in reserve for emergencies such as an invasion of Shemarrian Nation territory by an outside aggressor such as the Splugorth, in which case the Trollheim will be unleashed as support troops to help defend the SN.
As with the Talos Legionnaires, the majority of them exist in service to the Ghost Riders, while those found with other Tribes are typically ‘Awakened’ with Ecotroz essence-fragments. Trollheim tend to have as personalities as eccentric as those of their smaller Talos Legionnaires cousins, leading to some very ODD battlefield chatter when they take the field.

Programming:
Same as for the Talos Legionnaires, with appropriate restrictions due to the larger size of the ‘bots.

“Falca”----Shemar Ghost Rider Aerial Drone
(aka ‘Falarica’, ‘Shemarrian Cuckoo’)

“I BLEW THAT GUY’S ####ING HEAD OFF AND HE’S STILL COMING AT ME?! WHAT THE HELL ARE WE FIGHTING, FLYING ZOMBIES?!”

Inspired by the Hawkmoons’ EShe-AA31 ‘Shyger’ aerial drones, the ‘Falca’ are anotheer Ghostrider effort to make use of other common technological resources to bolster their forces on the sly. In this case, the Ghostriders attempt to make use of the many different types of armed hovercycle available on the market to produce aerial combat drones. Northern Gun designs are the most often used because they’re the most commonly available, but just about any hovercycle can be used.
Rather than build a humanoid robot able to use a variety of hovercycles, the Ghostriders take a stock hovercycle, add extra sensors and controls, install a combat AI aboard it, then add a disguised mannequin with a sensor-equipped swivel-head to the ‘cycle. The result is a quick and dirty aerial combat asset that looks like a manned vehicle. The ‘pilot’ is typicaly dressed in non-descript, easily obtainable body armor and clothing types, with any strapped-on personal effects up to the whim of the outfitting Ghostriders. Unless observers notice that the pilot is only moving his head, they’re not likely to realize that the controlling intelligence is IN the hovercycle, not the pilot/rider.
Though not as versatile as a fully articulated pilot-programmed robot might be, Falcas are considerably less expensive to produce and are much more expendable. They are typically not programmed with any sort of personalities unless extensive communication(and communications deception) is required of the AI.
Falcas are used as scout and patrol units, especially in areas where the Shemarrians do not want to advertise their presence and exact numbers. They are considered to be expendable assets in the event of heavy combat. Since their introduction by the Ghostriders, several other Tribes have also started using similar drones as part of their operations, some more openly marked in Tribal colors and motifs than others.

In general, the Falca keeps the same stats and performance as the baseline hovercycle it is based on.
Modifications/Changes:
*Mini-Radar----10 mile range
*Optical Sensor System----One of several, with one mounted in the ‘head’ of the mannequin rider. The head optical sensor is protected by the same MDC as the helment(typically 12-50 MDC)
*Self-Destruct---The mannequin and hovercycle are rigged with self-destruct charges to conceal the evidence of deception in the event the drone is captured or shot down. Thermite charges vaporize the entire assembly(and in one case a Juicer who leaped on top of the drone and stabbed the pilot ‘to death’(the Juicer’s when the drone exploded). The charges also allow for the option of a kamikaze attack as a last resort. Typically packed with 100 lbs of MD plastique or thermite explosives(does at LEAST 1d8x100 MD to the immediate vicinity of the explosive).
The piloting AI has the falling general specifications:
Attacks per Melee: 8
+2 Strike
+6 Dodge
+2 Roll
+1 Initiative
Pilot Hovercycle: 94%
Pilot Skycycle/Rocketbike: 94%
Navigation: Air 94%
Read Sensory Instruments: 94%
Weapons Systems: 94%
Radio: Basic 94%
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Fasher Battle Staff
“Kind of ironic, this,” the Wayfinder remarked.
The Wolf’s Path Cerberon glanced quizzically at his companion, while keeping a bead on the black- and red-clad abomination staring at the ragged hole blown through its chest.
“The fasces gave us the word ‘fascist’, and here you just used one on a Nazi-uniformed death-demon.”
The Cerberon gave the Wayfinder a blank stare, then triggered another blast into the demon, this time blowing the demon’s coal-scuttle helmeted head clean off.
“I was just saying, ironic.”


The ‘Fasher’ is not so much a battle staff as a staff of office, a Shemarrian instrument patterned after the fasces, a traditional symbol of Roman magisterial or collective power, and long a part of government iconography and heraldry. The Fasher resembles a bundle of rods with an ax blade(sometimes two) sticking out of it. The Fasher was first seen in the service of the Wolf’s Path Tribe, carried by Berserkers, Elites, or Warchiefs serving as the adjutants of a next higher caste-class, and may have been inspired by contact with the New Roman Republic. The Fasher has since caught on with the Silvermoons, Wayfinders, and Blood Riders.
However, while largely a ceremonial weapon and device, the Shemarrian fasces is also a very functional weapon. The ax blade is a vibroblade, capable of cleaving through armor with a single strike. The bundled rods are actually barrels, each holding an in-line magazine of ‘metalstormed’ rounds copied from Bandito Arms’ ‘Big Bore’ line(or Triax ‘pump’ rounds), effectively making the fasces a heavy multibarrel shotgun. Shemarrian hand contact with the weapon establishes a fire control linkage, allowing the wielder to fire one or all of the weapon barrels. The sheer volume of firepower put out by the eight barrels, plus the attendant knockback from the concussion shells, will finish off, or at least push away, any opponent who can’t be dispatched with the ax blade.
Though a cumbersome weapon when wielded by a regular being, the thick Fasher can be handled quite easily by the robotically-strong Shemarrians, and though composed of hollow cylinders, the megadamage barrels effectively constitute a honeycombed structure of great strength and resilience.
The Silvermoons have their own version of the Fasher, sometimes called the ‘Fasher-L’ or ‘Flasher’, which is chromed in laser-reflective mirror-chrome, and featuring a silver-plated vibroblade. The real difference, however, is the replacement of the projectile barrels with eight laser rods.
The Blood Riders have also recently debuted their own version of the Fasher(nicknamed the ‘Fasher-B’, or ‘BloodFasher’), with a plasma ax replacing the vibroblade, and incendiary ‘grapshot’ mini-rockets replacing the shotgun shells.
Weight: 40 lbs
MDC: 100
Range:(Axe) Melee
(Blast-Shells) 300 ft
(Fasher-L)(Lasers) 800 ft
(Fasher-B)(Rockets) 3,500 ft
Damage:(Axe) 2d6 MD
(Fasher-B Ax) 3d6 SDC unpowered, 3d6 MD powered.
(Blast-Shells) ‘Big Bore’ rounds do 2d4 MD each, plus knockback(human-sized targets must match or exceed the attacker’s ‘to strike’ roll or be knocked off their feet and back 1d4 ft, losing initiative and 1 APM getting back up---a successful just mean the target loses initiative, if they had it, that round). A full volley of 8 would do7d6 MD to a 5 ft area.
‘Pump’ rounds do 4d4 MD per round. A full volley of 8 would do 32d4(or 2d6x10) MD!
(Fasher-L)(Lasers) 2d6 MD per single barrel, 16d6 (or 1d6x16)MD for all eight barrels firing simultaneously.
(Fasher-B)(Rockets)1d6 each, but shrapnel can travel another 500 ft, doing 1MD for a single round. Incendiary rounds do an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
Rate of Fire:(Axe) ECHH
(Blast-Shells) Volleys of 1-8, ECHH
(Fasher-L)(Lasers)Volleys of 1-8, ECHH
(Fasher-B)(Rockets)Volleys of 1-8, ECHH
Payload:(Axe) Effectively Unlimited
(Blast-Shells)5 rounds per barrel(40 total)
(Fasher-L)(Lasers) Conditionally Unlimited, unlimited linked to a Shemarrian via induction, but otherwise has 20 shots per barrel.
(Fasher-B)(Rockets) 3 rounds per barrel.
Cost: Exclusive to the EShemarrians; the projectile models would probably fetch upwards of 5 0,000 credits, and the laser model 96,000 credits if made available on the black market, but these being EShemarrian ritual weapons and staffs of office, anybody caught in possession of them by the Shemarrian Nation would have them ripped from their hands, then used to cleave their skulls open.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

EcoS-K-60 ‘Aslander’ Warmount
http://i408.photobucket.com/albums/pp164/taalismn/img445_zps03cae6dd.jpg

“Ever see a pride of really BIG cats play with a hovertank like it was a mouse? Bad news; you’re about to see it, and we’re the mouse!”
-Corporal Rennie ‘Monsterbait’ Moralez, Coalition States Army, in yet ANOTHER encounter with Shemarrian forces in the Unexplored Regions

“I swear, Sister Pattypaws, if you scream ‘Go Voltron Lion Force!’ ever again, I will punch your central processing core out of your chest.”

The massive ‘Aslander’ is a land transport warmount used by the large Fringe Tribe known as Clan Pantheron.
The ‘Aslander’ is essentially a heavily modified ‘roboRhino-Buffalo’ chassis with a reworked head and feet, to better resemble a massive lion. It is generally regarded as a ‘quick and dirty’ effort to provide the fringe tribe with its own distinctive Warmounts, but is none the less effective for its arguably rushed conception. Large and powerful, the Aslander is a capable combatant and strong utility hauler, and has the added benefit of an unusual and exceptional greater degree of psychic abilities. Ecotroz-Awakened Aslanders can channel TK energies into additional protection and physical damage amplification, making them potentially even more dangerous against supernatural foes.
Aslanders are typically used as transport Warmounts, but are equally capable of serving in the front line cavalry capacity.
The ‘Aslander’ is used primarily by Clan Pantheron but has also been adopted by the mainstream Horrorwoods Tribe(which, as the ‘Animal Tribe’, seems to make a point of trying to collect examples of most Warmount ‘species’ in the Shemarrian clade).

Type: EcoS-K-60 ‘Aslander’
Class: Robotic Warmount, Cavalry
Crew: None; robot intelligence, Awakened with an Ecotroz essence
1 rider/pilot, and room for 1 passenger
MDC/Armor by Location:
Main Body 260
Head 150
Legs(4) 200 each
Tail 72
(Optional)Shield Mane 180
Height: 25 ft
Width: 10 ft at shoulders
Length: 40 ft
Weight: 8 tons
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 40
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 100 MPH
(Leaping) 30 ft up/60 ft across. A running leap in excess of 40 MPH adds 30 ft to leap distance
(Flying) Not possible
(Space) Not possible
(Underwater) Limited to running along the bottom at 15 MPH, maximum depth 800 ft.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners.

*Bionic Cybernanite Repair Systems---ALL Aslanders have the same bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 4d6 MD per hour, and can repair 100 MDC before needing material stocks to convert to MD repair material.


Weapons Systems:
1) Eye Lasers(2) ---Standard robotic eye lasers, common in the Shemarrian arsenal.
Range: 2,000 ft
Damage: 3d6 MD per single blast, or 6d6 MD per double blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Sonic ‘Roar’ Cannon---Mounted in the Aslander’s mouth is a powerful sonic cannon, apparently inspired by Wolf’s Path warmounts mounting similar sonic attacks. Unlike the Wolf’s Path Hypersonic Howl, however, the Pantheron Roar doesn’t stun; it PULVERIZES.
Range: 2,000 ft
Damage: 1d6x10 MD per blast, plus 3d6 MD to a 10 ft diameter area around the blast area(double damage and range underwater)
Rate of Fire: ECHH
Payload: Effectively Unlimited

3) VibroClaws---Each foot is fitted with an array of retractable vibroclaws
Range: Melee
Damage: 3d6 MD per claw

4)(Optional) Modular Weapons(4)---The Aslander has provision for torso-mounting FOUR weapons similar to those standard to the Monstrex.

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Typically has the same programming as the Monstrex.
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Aslander intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore, Espionage(Detect Ambush, Detect Concealment), Wilderness(Track Humanoids, Track Animals, Hunting, Identify Plants and Fruits)
Actions/Attacks Per Melee: 5
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +4
Strike +1 (+2 w/ ranged weaponry)
Roll +4
Pull +4
Bite 4d6 MD
Claw 3d6 MD
Power Claw(2 attacks) 6d6 MD
Leap/Pounce(2 Attacks) 2d4x10 MD
Body Block/Tackle 5d6 MD
Tail Lash 1d4 MD

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Aslander an aura and behavior more befitting a sentient being than a robot.
Has the following Natural Psionic Abilities(no ISP Cost), all equivalent to 6th level with regards to proficiency, but TRIPLE the range.
*Sixth Sense
*See Aura

Physical TK Abilities: the Aslander is unusual for an Awakened Warmount animal in that it possesses an ISP pool and certain Physical psionics. Saves as a MAJOR psychic.
ISP: 9d6 +(1d6+1) per level of experience. Regains it at a rate of 6 ISP per hour.
*Telekinetic Leap(8 ISP, +2 ft to leap distance up, +3 ft across)
*Psychic Body Field(30 ISP, 2 minutes per level of experience, 10 MDC per level of experience).
*Telekinetic Claw Strike---The Aslander can use a modified version of the Telekinetic Acceleration Power to perform a psionically-boosted high speed claw strike that sheaths the claws in glowing ectoplasmic fire, pushed by telekinesis, in a supersonic powerpunch. Uses up 15 ISP per strike, but does an additional 3d6+4 MD, and DOES affect supernatural beings vulnerable to magic and psionics.

Note: For purposes of abilities that advance in experience, EShemarrian Warmounts ALL count as Full Conversion Cyborgs with regards to Exp. Tables.


The Ecotroz fragment does occasionally need sleep/rest...though they only need 2 hours of rest/meditation per 24 hours...they can push this, going without for as many days as they have I.Q. points(most Warmounts, unless otherwise noted, have an effective IQ rating of 8 ), but will have to go dormant for 4d6 hours after such exertion.
Susceptible to Exorcism and Banish spells, but are +6 to save against such spells, +1 at levels 4, 8, and 12 of experience, and becoming IMMUNE at level 14 and up. Such Banishment causes the ‘bot to revert to its default robot programming. (OPTION: Ecotroz may become IMMUNE to Exorcism and Banishment with experience, and NEW BUILT EShemar constructs are immune to this)

Note also that the Ecotroz-possessed ‘bot can infect other bots with the Ecotroz viral-entity, by bite or sustained touch(takes 3 attacks).

Options:
*Mirror-Chrome---About 60% of all Aslanders sighted thus far have been fitted with gold-tint mirror armor(lasers do HALF damage).

*PPE Sensor---Usually in the form of a third eye or gemstone in the middle of the forehead.

*Shield Mane---The mane can be extended out to DOUBLE its normal size, affording dismounted infantry partial cover(-6 to strike).

*Manticore Tail---A prehensile combat tail with 100 MDC, and ending in a heavy bludgeoning tip (3d6 MD). In addition, the tail has integrated into it three directional claymore mines. When fired off, they unleash a directed cone of high speed shrapnel ( 40 ft range, 4d6 MD to a 30 ft wide area, 3 shots).

*Fader-Cloak(based on a stealth system from the original ‘Mechanoid Invasion’ RPG)---This device generates a field that renders the Warmount INVISIBLE to all electronic sensors(radar, laser, EM, electronic cameras, etc.). The downside is that it also causes the Warmount to assume a glowing translucent appearance that is nearly visually invisible in bright daylight(-3 to enemy Perception rolls), but which is readily visible at night.

Variants:
*EcoS-K-60f---’Feral’ variant, with a realistic skin/fur overlay to the body, no externally mounted weapons, and 30% less armor.
Last edited by taalismn on Mon Jun 16, 2014 7:50 pm, edited 2 times in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

EcoS-K-55 Chromanid Warmount
(aka ‘Peacock Legger’. ‘Spider Samurai’)
http://i408.photobucket.com/albums/pp164/taalismn/img465_zpsf4c8c3ff.jpg

“Spiders! Spiders! Why, oh why does it always have to be SPIDERS!???!!! AAAWWWGGGHHHHH!!!!”
“Look, I know you have a problem with spiders, but these are all bright and shiny and they look festive and friendly and-”
“WWWWWWAAAAGGGHHHHHHHH!!!”
“Not helping matters any, Charmon. Lea, knock her out, will you? Seska, I mean, not Charmon. We’re going to get captured by those Shemarrians out there anyways, I’d rather not have her go full meltdown and make things messier than they have to be.”
“We’re surrendering, sir?”
“We’re surrounded, they just zapped our last air transport, our employers just told me over the comm they’re not sending extraction, and the nice ladies out there just made us an offer that if we cooperate, they won’t kill us, maim us, or torture us. Since we didn’t get paid nearly enough to stand our ground and die, I’d say we’re surrendering.”


The Chromanid is an arachnid Warmount that appears to be inspired by the Australian ‘peacock spider’, a small jumping spider with flamboyant display coloring.
The Chromanid has an arachnid body chassis carried on eight legs, and has a high humped ‘head’ ringed with laser-eyes. The rider sits behind this ‘hunch’, which limits their field of vision somewhat.
The most telling feature of the Warmount, however, is its deployable array of high-powered lights and illumination lasers that rise and unfold from the abdomen. This array can be used as an offensive weapon, point defense, to blind or bedazzle, send long range laser communications, or even to project holograms(as presentation or distraction).
In combat, the Chromanid acts as a light, fast, rough terrain scout and sniper, using its laser array to pick at targets of opportunity on the battlefield. Groups of Chromanids can also be massed for laser barrages. Wise commanders, however, will try to keep the Chromanid out of close combat, as the Warmount is relatively fragile and can only dish out light damage in melee engagements.
Between its lasers and its LED-illuminated armor, the Chromanid is one of the more flamboyant Warmounts of the Shemarrians, along with the Majestrex and the Quetzal. It often features in the festivities and rituals of the Wayfinders and Horrorwoods Tribes.
The Chromanid was developed jointly by the Wayfinders and the Horrorwoods and appears with both Tribes. The Silvermoons are particularly amused by the many similarities between the Chromanid and their own Majestrex Warmount and, while they have not adopted any Chromanids into their ranks, do bait and engage Chromanid riders into engaging in contests of accuracy and laser power between the two types. Since the contests are almost invariably played out on the battlefield, with the common enemy being the targets of the matches, the only real losers in these match ups are the Shemarrians’ enemies.

Type: EcoS-K-55 Chromanid
Class: Robotic Warmount, Arachnoid
Crew: None; robot intelligence, Awakened with an Ecotroz essence
1 rider/pilot, and room for 1 passenger
MDC/Armor by Location:
Main Body 260
Head 90
Large Eyes(2) 20 each
Small Eyes(6) 12 each
Mandibles 45
Spotlights(2) 15 each
Legs(8 ) 120 each
Laser Array 180

Height: 9 ft (18 ft w/ rear laser array fully raised)
Width: 8 ft
Length: 18 ft
Weight: 2,100 lbs
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 90 MPH
(Leaping) Can make an astonishing standing leap of 60 ft up/across. A running start in excess of 40 MPH adds 1d4x10 yards across/15 ft to height.
(Flying) Not possible
(Space) Not possible
(Underwater) limited to running along the bottom at 25 MPH, maximum depth of 800 ft.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners.

*Molecular Foot Pads----The Chromanid can cling to and climb any sufficiently strong surface that can hold its weight. Note that the rider and passengers had better be firmly belted on or they’ll fall off during such maneuvers.

*Winch and Grapple---Rather than have the ability to produce webbing, the Chromanid has a belly-mounted winch and cable, with a 200 ft range and a molecular adhesion grapple head.

*Bionic Cybernanite Repair Systems---ALL Chromanid have the same bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 4d6 MD per hour, and can repair 100 MDC before needing material stocks to convert to MD repair material.

*Glo-Bands---The long legs of the Chromanid are banded in LED material that can create bands of multicolored lights that can rotate and ‘slide’ the length of the legs. These are usually used for festive display, but can also be used in semaphore-like communications.

*TW Optics---The Wayfinders have fitted the Chromanid with special passive TW optical sensors, giving it the following abilities:
-Sense PPE
-See the Invisible
-See Auras


Weapons Systems:
1)Eye Lasers(8 ) ---Standard robotic eye lasers, common in the Shemarrian arsenal.
Range: 2,000 ft
Damage: 3d6 MD single blast, 18d6(or 1d6x18 ) MD if all six eyes are firing on one target simultaneously(the two rear eyes can only fire separately).
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Laser Array---The rear abdomen of the Chromanid is a large folding laser array, patterned after that of the K-17 Majestrex. though slightly less powerful and capable of creating holograms at a distance. The lasers are variable intensity, and can deliver an area of effect blinding flash capable of burning out unprotected eyeballs, or can be dialed up to armor-vaporizing intensity. Furthermore, the Dazzler Array is variable frequency, and can quickly adjust to circumvent the laser-resistant properties of such armors as the Glitterboy’s megachromium plating. Combined, the total output of the synchronized laser projectors can deliver a truly impressive photonic punch over long range. The Dazzler Array also has applications as a field antimissile laser system, able to pluck enemy projectiles out of the air with relative ease.
Note: Deploying the array takes less than 5 seconds and takes NO APMs. When fully opened, the speed of the Chromanid suffers no diminishment in speed as with the Majestrex(the Wayfinders like to rub this fact in when in competition with their Silvermoon rivals).
Range: 7,000 ft
Damage: (Variable)
(Flash-Blinder Mode)Generates blinding effects similar to the Wilks Blinding Grenade(see Rifts Game Master Guide, pg. 177), blinding victims for 1d4 melees, -8 to strike, parry, and dodge, lose initiative and 2 APMs, afterwards the victims are stricken with blurred vision for another 2d4 melees; -1 initiative, -4 to strike, parry, dodge, and lose 1 APM. Even polarizing optics and eye protection are not able to screen out this attack, and even those in power armor or vehicles with optical protection will lose initiative and 1 APM from the flash. Cameras and optical systems will be temporarily overloaded for 1d4 melee rounds.
At ranges of 200 ft or less, those without eye protection must save versus Coma/Death, or risk PERMANENT blindness from the intensity of the lasers on their optical nerves.
Flash-Blind Mode can be directed at specific targets at maximum range(counts as an aimed shot) or an area of effect attack can be called, affecting onlookers in a 45-degree arc in front of the Majestrex out to a maximum range of 500 ft.
(MD Mode) 1d6 MD to 1d10x10 MD per shot
If fighting in broad daylight without any sort of shade impeding light intake, the lasers get an extra +2 to damage. In airless space, with no atmosphere to impede solar energy, this gets increased to +4(at ranges similar to Earth and Mars...beyond that, as solar intensity wanes, so does energy absorption).
If the solar array has time to absorb solar energy prior to combat, the lasers get an extra +6 MD(+12 MD in airless space) to damage for every hour of solar absorption, for the first minute of combat, or get an extra minute of increased damage(at the +2 level) per hour of prior charge-up.
The lasers also get an extra +2 to damage the following melee, for every laser impact hitting the laser array, as a portion of the laser energy is absorbed, converted, and rerouted to the laser projectors.
The lasers can also project holographic images at a distance. The environment MUST have some sort of atmospheric medium (smoke, water vapor) for the images to be projected on, but the Chromanid can project images up to 60 feet in size, up to 6,000 ft away.
Rate of Fire: ECHH
Payload: Effectively unlimited.
Bonus: The Dazzler Array gets a +4 to strike owing to the superior placement and triangulation available to the lasers. It can also adjust frequencies within 1d4 melees to overcome laser-resistant armors.

3)(Optional) Modular Weapons(1)---The Chromanid has provision for torso-mounting a single weapon pod similar to those standard to the Monstrex.


Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience. Has an effective animal-I.Q. of 14.
Typically has the base programming of the Monstrex, plus the following:
Dance 50%(+5% per level of experience for Ecotroz entity)
Flag Code/Semaphore 70%(+5% per level of experience for Ecotroz entity)
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Chromanid intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore, Espionage(Detect Ambush, Detect Concealment), Wilderness(Track Humanoids, Track Animals, Hunting, Identify Plants and Fruits)
Actions/Attacks Per Melee: 6
Initiative +3 (+1 from the Ecotroz entity for a total of +4)
Dodge +6
Automatic Leap Dodge +2
Strike +1 (+2 w/ ranged weaponry)
Roll +4
Pull +4
Bite 2d6 MD
Stomp 2d6 MD
Swat 1d4 MD
Kick 2d6 MD
Punch/Stab 2d4 MD
Leap Attack/Pounce(2 APMs) 6d6 MD


Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Chromanid an aura and behavior more befitting a sentient being than a robot. The arachnoids are surprisingly timid and leery of closing with opponents, preferring to stand off at long range and snipe, but they are also excellent stalkers, very attentive to their surroundings and very perceptive. If they have to close to melee combat, they fully commit themselves. Chromanids are also surprisingly friendly, and bond well with their riders and associates.

The Ecotroz fragment does occasionally need sleep/rest...though they only need 2 hours of rest/meditation per 24 hours...they can push this, going without for as many days as they have I.Q. points(most Warmounts, unless otherwise noted, have an effective IQ rating of 8 ), but will have to go dormant for 4d6 hours after such exertion.
Note also that the Ecotroz-possessed ‘bot can infect other bots with the Ecotroz viral-entity, by bite or sustained touch(takes 3 attacks).

Options:
*TW PPE Generators and TW Systems---The Chromanid can be fitted with crystalline PPE generators and the ability to project spells, typically light- or illusion-based spells.
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20 PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
Common Spells(typically at levels 2-10 of proficiency):
*Globe of Daylight(1 PPE)
*Chameleon (3 PPE)
*Multiple Image (4 PPE)
*Shadow Meld (5 PPE)
*Chromatic Protection(5 PPE)
*Horrific Illusion(5 PPE)
*House of Glass (6 PPE)
*Apparition(10 PPE)
*Illusion Manipulation (13-30)
*Illusion Booster (8)
*Illusory Wall(8-15)
*Invisibility: Simple(3)
*Invisibility: Superior(10)
*Illusory Forest(23-45)
*Illusory Terrain(28-60)
Last edited by taalismn on Mon Jun 16, 2014 7:45 pm, edited 2 times in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

Both the Aslander and the Chromanid have art up. :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
DracoMagus
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Posts: 158
Joined: Mon Feb 01, 2010 3:29 am
Contact:

Re: Shemarrian-related fan creations

Unread post by DracoMagus »

I look in here from time to time, and every time I look at This particular post I'm reminded more and more of a place where "fan service of the type most nerdy and awesome" is found. :lol: :lol: :lol:

Keep up the cool work you guys.
Remember kids, if speed were everything jackrabbits would Rule the World!!!!

All Hail the Death Metal Rooster!!!! http://www.youtube.com/watch?v=A43JOxLa5MM
User avatar
taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

DracoMagus wrote:I look in here from time to time, and every time I look at This particular post I'm reminded more and more of a place where "fan service of the type most nerdy and awesome" is found. :lol: :lol: :lol:

Keep up the cool work you guys.



Kinda like 'Cheers' without the beer stains on the bar? :P :bandit:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
DracoMagus
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Posts: 158
Joined: Mon Feb 01, 2010 3:29 am
Contact:

Re: Shemarrian-related fan creations

Unread post by DracoMagus »

taalismn wrote:
DracoMagus wrote:I look in here from time to time, and every time I look at This particular post I'm reminded more and more of a place where "fan service of the type most nerdy and awesome" is found. :lol: :lol: :lol:

Keep up the cool work you guys.



Kinda like 'Cheers' without the beer stains on the bar? :P :bandit:


Yeah... (staying away from some of the turns my mind takes with that though), been getting back into gaming a bit lately. I think I may have to borrow some of this though, just to see the reactions on my player's faces when they meet this.
Remember kids, if speed were everything jackrabbits would Rule the World!!!!

All Hail the Death Metal Rooster!!!! http://www.youtube.com/watch?v=A43JOxLa5MM
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

DracoMagus wrote:
taalismn wrote:
DracoMagus wrote:I look in here from time to time, and every time I look at This particular post I'm reminded more and more of a place where "fan service of the type most nerdy and awesome" is found. :lol: :lol: :lol:

Keep up the cool work you guys.



Kinda like 'Cheers' without the beer stains on the bar? :P :bandit:


Yeah... (staying away from some of the turns my mind takes with that though), been getting back into gaming a bit lately. I think I may have to borrow some of this though, just to see the reactions on my player's faces when they meet this.


Feel free...our stuff is free to be used(even in ways not meant to). If you have fun using it, all the better. And if you can, let us know how it played out; it may even influence future stuff. :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
DracoMagus
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Posts: 158
Joined: Mon Feb 01, 2010 3:29 am
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Re: Shemarrian-related fan creations

Unread post by DracoMagus »

taalismn wrote:
DracoMagus wrote:
taalismn wrote:
DracoMagus wrote:I look in here from time to time, and every time I look at This particular post I'm reminded more and more of a place where "fan service of the type most nerdy and awesome" is found. :lol: :lol: :lol:

Keep up the cool work you guys.



Kinda like 'Cheers' without the beer stains on the bar? :P :bandit:


Yeah... (staying away from some of the turns my mind takes with that though), been getting back into gaming a bit lately. I think I may have to borrow some of this though, just to see the reactions on my player's faces when they meet this.


Feel free...our stuff is free to be used(even in ways not meant to). If you have fun using it, all the better. And if you can, let us know how it played out; it may even influence future stuff. :D


Well, to tell the truth the way I was thinking of using it was in a home brew game. The characters are... (for moderators that might be looking at this, I'm saying these names as concept analogs, nothing more)... "Wolverine" and "Starfire" basically. Just got to thinking about what kinda fun would ensue if I were to put these into an encounter with that party.

It's basically a supers in the post apoc world though.
Remember kids, if speed were everything jackrabbits would Rule the World!!!!

All Hail the Death Metal Rooster!!!! http://www.youtube.com/watch?v=A43JOxLa5MM
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

However you please. Just have fun! :D 8)
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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DracoMagus
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Re: Shemarrian-related fan creations

Unread post by DracoMagus »

taalismn wrote:However you please. Just have fun! :D 8)


Definitely Will do.
Remember kids, if speed were everything jackrabbits would Rule the World!!!!

All Hail the Death Metal Rooster!!!! http://www.youtube.com/watch?v=A43JOxLa5MM
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Re: Shemarrian-related fan creations

Unread post by taalismn »

And we'll keep coming up with new fun stuff. And some of the upcoming crop of Warmounts... :wink:

"You measure the efficiency and power of your personal weapons in terms of 'muzzle velocity', 'pounds per square inch', 'feet per second', 'armor penetration at -x- range and angle'. We measure our personal weapons efficiency in kilotons per second."
---Anya Cal FortressBreaker, Skullcrusher Warrior.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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89er
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Re: Shemarrian-related fan creations

Unread post by 89er »

More ideas about my brand of warmonts.

Mixmaw- Has a massive gravity grinder maw to suck up debris and a transmutation engine to convert said debris into raw materials. They can also be made into a series of spraying gels with different effects. One neat trick is using a variant of the transmutation engine is firing a ray that convert part of an enemy or object into raw plasma.

Hexadra: Once an idea for a seige weapon, now remade into a massive construction site/factory that is mobile. Mixmaws can deposit their converted load of materials into the Hexadra, while a series of advanced 3D and 4D printers can make things from a small Golden age house, to an entire acrology given time and resources. The Vatfathers however feel some concern over making them too efficient. One case included a live dissection of an attacking dragon with all the body tissues in separate vacuum sealed Nuplastic bags. The Hexadra is equal parts builder and demolisher. Imagine being attacked by a construction site/giant operating room to add to the terror.
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Re: Shemarrian-related fan creations

Unread post by taalismn »

89er wrote:More ideas about my brand of warmonts.

Mixmaw- Has a massive gravity grinder maw to suck up debris and a transmutation engine to convert said debris into raw materials. They can also be made into a series of spraying gels with different effects. One neat trick is using a variant of the transmutation engine is firing a ray that convert part of an enemy or object into raw plasma.

Hexadra: Once an idea for a seige weapon, now remade into a massive construction site/factory that is mobile. Mixmaws can deposit their converted load of materials into the Hexadra, while a series of advanced 3D and 4D printers can make things from a small Golden age house, to an entire acrology given time and resources. The Vatfathers however feel some concern over making them too efficient. One case included a live dissection of an attacking dragon with all the body tissues in separate vacuum sealed Nuplastic bags. The Hexadra is equal parts builder and demolisher. Imagine being attacked by a construction site/giant operating room to add to the terror.



Sounds like they'd fit in with how Clan Scelptor is shaping up, with a dash of Ancient One technology(see Rifts Thundercloud Galaxy for hints of the Ancient Ones).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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89er
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Re: Shemarrian-related fan creations

Unread post by 89er »

taalismn wrote:
89er wrote:More ideas about my brand of warmonts.

Mixmaw- Has a massive gravity grinder maw to suck up debris and a transmutation engine to convert said debris into raw materials. They can also be made into a series of spraying gels with different effects. One neat trick is using a variant of the transmutation engine is firing a ray that convert part of an enemy or object into raw plasma.

Hexadra: Once an idea for a seige weapon, now remade into a massive construction site/factory that is mobile. Mixmaws can deposit their converted load of materials into the Hexadra, while a series of advanced 3D and 4D printers can make things from a small Golden age house, to an entire acrology given time and resources. The Vatfathers however feel some concern over making them too efficient. One case included a live dissection of an attacking dragon with all the body tissues in separate vacuum sealed Nuplastic bags. The Hexadra is equal parts builder and demolisher. Imagine being attacked by a construction site/giant operating room to add to the terror.



Sounds like they'd fit in with how Clan Scelptor is shaping up, with a dash of Ancient One technology(see Rifts Thundercloud Galaxy for hints of the Ancient Ones).


Wait do you mean elder races, because Hoyt is a certified expert in that area. In fact, when one of the elders leaped forward in time, Hoyt wast there to greet them. Wearing the skin of a continuum worm and a pre-dominator made Crovel. The Lords of Entropy laughed hard that day.
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Re: Shemarrian-related fan creations

Unread post by say652 »

I so want a giant golden robot lion. Oooooo shiny.
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Re: Shemarrian-related fan creations

Unread post by taalismn »

say652 wrote:I so want a giant golden robot lion. Oooooo shiny.



Thanks. Didn't want to make it TOO exotic(that can come with later Clan Pantheron Warmounts), but a basic shiny metal 'cat? Easy enough to do; though I spent some time at a local Lowes' (Hardware) looking at brass and copper ornaments to get some idea of how to get a 'burnished' look with Photoshop.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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say652
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Re: Shemarrian-related fan creations

Unread post by say652 »

I am quite ignorant if the Shemarrians. Would the Aslund be recognized as one of theirs?? Could it be used by other non clan members? Seriously these lions are awesome! And right along the lines of things my character the uber-munckinesque PowerSurge would definately want.
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Re: Shemarrian-related fan creations

Unread post by guardiandashi »

say652 wrote:I am quite ignorant if the Shemarrians. Would the Aslund be recognized as one of theirs?? Could it be used by other non clan members? Seriously these lions are awesome! And right along the lines of things my character the uber-munckinesque PowerSurge would definately want.


the shemarians are in sourcebook 1, and shemarian nation books.

with that said the original writeup of the shemarians had them basically, as robots, with some AI /NI intelligences thrown into the mix, that were created by archie to be an active deterrent to push/keep others out of the area he claims as "home". Part of the "trick/story" was he made them appear to be a race of heavily borged out amazons, when in fact they were essentially archies equivalent of the coalition skelibots. In the rewrite he went further, and made them a recon apparatus as well. then they started getting "infected" with the Ecotroz "virus" which basically brings them to a form of life, and severs them from archies control. obviously archie got a little upset about this.

anyway in the shemarian nation it is implied that there were a few incidents where some of their equipment (such as their railguns and other hand held weapons) got captured and taken away from shemarians such as being outside the blast radius when they self destructed and the like, so there was an update to their directives from archie to retrieve their gear if found in non "shemarian" hands
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Re: Shemarrian-related fan creations

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So No. On the Giant Kitty Kitty :(
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Re: Shemarrian-related fan creations

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EcoS-K-71 Gatar Amphibious Warmount
(aka ‘Whaledozer’)
http://i408.photobucket.com/albums/pp164/taalismn/img464_zps5e5571e6.jpg


The beach was a slice of hell; in the flickering flames and blowing sand, eldritch forms lurched and lunged and murdered one another. The hulking forms of Gatars lunged bellowing across the wash and into the dunes, the stilt-shapes of dolphin- and shark-drones darting in amongst them to deal death at close range. Here a dolphin-abomination burned through the body of a Warmount, the latter screaming like a punctured steamboiler as superheated armor melted and collapsed. Over there a pair of shark-stilters had their heads blown off by converging streams of grenade- and railgun-fire. Another shark-drone clawed and flailed as dark shapes jumped from its intended target and leaped onto it, cutting it apart. Still others swept the air with their railgun staffs, blasting dunes apart and the Horune who’d been standing on them. The headless body of a Shemarrian warrior staggered and swayed across the torn sands before it finally registered it was dead, collapsed, and burst into thermite flames and acrid smoke. But despite their superior numbers, the Horune were not carrying the fight, and their numerical edge was quickly dwindling. Three pirates simultaneously disappeared into the maw of a Warmount that appeared out of the darkness and chomped them into fractions of themselves. Another screamed as it clutched useless eyes burnt blind by an eye-laser. A bird-like scream and a loud metallic buzz converged as as the top of a Horune soldier’s head was sliced off a buzzsawing propellor-tail. Others sprayed great volumes of ichor and gore on the sands as several different calibers of projectiles tore into Horune flesh. More Warmouts churned up out of the surf to join the combat, adding more warriors to the beachhead and more firepower to the barrages sweeping the dunes.
And while the barrier islands burned with combat, unseen other dark shapes crept through the waters towards the slaver Whaleship anchored in the cove beyond. Dorsal hatches slid open as heavy launchers raised into firing position....



The ‘Gatar’ is another ‘cyborg’ produced by the Steel Gaian tribe dwelling withing Greater New England. Like the previous EcoS-K-70, the EcoS-K-71 combines Shemarrian cyborg elements with components from locally available(mainly Paladin Steel-manufactured) technologies and equipment. In this case, the Steel Gaians claim to have crossed the hull and components of a readily-available PS-made LVTP700 ‘Platypus’ AAAV(itself an adaptation of the pre-Rifts USMC’s LVTP7) with an alien beast of burden known as a ‘bontu’(See Aliens Unlimited: Galaxy Guide, pgs. 125-126 for the original beastie), creating a cyborg chimera. This is, of course, pure fabrication on the part of the Shemarrians; the Warmount is a robot, albeit one ‘Awakened’ with an Ecotroz essence-fragment, and more than a few GNErs suspect the cyborgs are anything but, but the bontu story is what the Steel Gaians are selling.
In any case, the Gatar resembles a cross between an amphibious APC and a squat, bull-nosed, four-legged animal. Each leg sports adjustable treads, and a set of retractable claws. The mouth is large and scoop like, with powerful actuators that allow it to close tight, like a hydraulic crusher. Like the Sistrus, the Gatar has two small head mini-turrets, eye lasers, and a rear option slot that can be used to hold additional cargo or a weapons mount.
The Steel Gaians are one of only a small percentage of Shemarrian tribes(the Darkwaters, Clan Motron, and to a lesser extent the Skullcrushers being the notable others) that make regular use of Warmounts with enclosed cockpits, thus blurring the line between animals and vehicles . In the case of the Gatar, the riders can sit in an enclosed bay up behind the shoulders, just behind the head. The cockpit features dorsal doors that can open outwards, leaving the riders able to ride with their upper bodies exposed to the elements, or the cockpit can be closed up for full protection. A second, smaller, compartment in the rear is mainly used to carry cargo and additional weapons, and is not recommended for passenger use.
Compared to other Warmounts, the Gatar is slow, lumbering, and only lightly armed, but it is well armored and amphibious. It is notably slower and less well-armored than its cousin, the Sistrus, but is apparently easier to build and maintain, and has better deep water handling characteristics. The Steel Gaians mainly use it as a utility warmount and transport, especially on scavenging missions along the many drowned coastal sites of the American coast. It is often used as a tug, hauling small boats and barges about coastal and riverine areas.
The Darkwaters have traded with the Steel Gaians for the design templates of the Gatar, so the warmount is expected to begin appearing throughout the Darkwater domains.

Type: EcoS-K-71 Gatar
Class: Robotic Warmount, Utility
Crew: None; robot intelligence
1 rider/pilot, and room for 1-3 passengers in the cockpit
MDC/Armor by Location:
Main Body 260
Reinforced Crew Compartment 100
Head 90
Turrets (2) 90 each
Rear Compartment 80
Legs(4) 100 each
Treads(4) 60 each
Height: 3.26m (10.7 ft)
Width: 3.27m(10.73 ft)
Length: 7.94m(26 ft)
Weight: 52,500 lbs
Cargo: Small space inside the cockpit for a few personal possessions and sidearms. The rear compartment can hold up to 5,000 lbs of cargo.
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 30 MPH---Can run with the treads destroyed, but the movement is rougher and not as fast.
(Treads) 50 MPH
(Flying) Not possible
(Space) Not possible
(Water) 3 MPH paddling w/ treads, 35 MPH w/ hydrojets
(Underwater) Can dive underwater, swimming at 20 MPH, or crawling along the bottom at 15 MPH. Maximum depth of 800 ft.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners.

*Sonar---7 mile range

*Extendable Sensor Periscope---attached to the top of the passenger compartment, this sensor mast can extend up to 5 ft up, for visibility in rough waters or dense foliage.

Variants:
http://i408.photobucket.com/albums/pp164/taalismn/img468_zps37a40ff2.jpg

*EcoS-K-71Dw ‘Speedy’---Regarded as an Upgrade, developed at the behest of the Darkwaters, meant to distinguish the Gatar from being simply a weaker Sistrus, the EcoS-K-71Dw variant adds a large blade-like spur to each leg, and adds a short bulbous ending a a contra-rotating eight-bladed propeller appendage. On land, the spurs can be lowered to act as slicer blades, typocally for clearing brush, and the tail can be swing side to side , the megadamage props buzzsawing into opponents. Once in water, though, the tail is lowered into the water and becomes a high speed marine propulsion unit, and the spurs are lowered further to become hydrofoil vanes, allowing the Gatar to ‘stand up’ on the water to hit high speeds. The EcoS-K-71Dw is most commonly found with the Darkwaters Tribe, but several examples have been seen with the Steel Gaians.
Changes/Modifications:
MDC/Armor By Location:
Tail 100
Vane-Spurs(4) 70 each
Length: Tail adds 7 ft to length
Weight:+2 tons
Speed:
(Water-Hydrofoil) 95 MPH
Weapons Systems:
Same as for the Gatar, plus:
1) Spur-Blades(4)
Range: Melee
Damage: 2d6 MD on a slash

2) Propeller Tail
Range: Melee. The tail can be swung side to side, up, and down 60 degrees.
Damage: 2d6 MD on a tail lash, 1d4x10 MD on a buzzsaw cut with the propeller.
Note: If the TW Generator Upgrade is also taken, the tail prop is often enchanted with the Spinning Blades spell, turning the tail into an even more lethal weapon.
Range: Melee(typically 3-4 ft ahead of the props, and up to half the prop radius out.
If used to fire mystic projectiles, in volleys of 1-2, the range is 600 ft.
Damage: Does 2d6 MD per blade (so the EcoS-K-71Dw‘s eight-blade set does 16d6 MDC on a strike!)
2d6 MD per blade if fired as projectiles.
Duration: 10 melee rounds( 2.5 minutes per activation)
Bonus: Also has a +6 to parry rail gun rounds, autocannon shells, and other projectiles aimed at the tail.
PPE Activation Cost: 20 PPE per activation
Last edited by taalismn on Tue Jun 24, 2014 5:49 pm, edited 3 times in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

say652 wrote:So No. On the Giant Kitty Kitty :(


Nightmares, if they ever collaborated with Clan Pantheron, might come up with something like that. After all, they turned MLP into a murder madness machine. :twisted: :demon:

But, yah, with the exception of nonproprietary technologies, even the rebel/reformed Shemarrians don't sell their gear, and hunt down any stuff of theirs that goes missing, either to recover it or destroy it before it falls into the wrong hands. Even NeShemar,unless they are VERY trusted(i.e. effectively Shemarrians mentally) get the secondhand stuff(battlefield salvage, kludge-togethers, etc.) so an infiltrator couldn't join up just to steal stuff.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

And the Gatar gets TWO illos.
Here's one of 'em: http://i408.photobucket.com/albums/pp164/taalismn/img468_zps37a40ff2.jpg
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Fringe Tribe: Clan Scelptor
(aka ‘Builders’)

“They’re Shemarrian Fae, that’s what they are. They build mysteries around themselves. A hundred thousand years from now, people will be speaking of ‘Shemarrian Stonehenges’, and wonder at them, but will have no idea of what they mean or how they were created.”

Clan Scelptor is another ‘mystery tribe’ that engages in unusual activities. In this case the tribe is responsible for truly massive planetary-scale construction projects. Sometimes these works have a clear functional purpose, such as great channels that redirect oceanic currents or repurpose a planet’s magnetic field, while others seem to have no purpose whatsoever beyond some strange aesthetic appeal.
At first, when they encountered these massive constructs, even other Shemarrians had trouble identifying who was responsible for creating them. Only after years of scrutiny and befuddlement, the Shemarrian Star Nation finally identified the responsible party as a previously unknown fringe tribe, Clan Scelptor.
It is rumored that the clan acquired their advanced technology through mentorship by an Elder Race. This is only partially correct; Clan Scelptor acquired their advanced materials science by assimilating an Elder Race, the Duvwight. It is partially from the Duvwight that the Scelptors inherited their apparent drive to remodel the universe with grand construction projects. This, and certain physiological changes in the Scelptors’ appearance, has led the more conservative members of the Eleven Tribes to regard the Scelptors with some distrust and disdain, voicing the opinion that the tribe has actually been subverted by another species, and are thus ‘less Shemarrian’ as a consequence.
Despite their small numbers, compared to their ambitions, Clan Scelptor has been able to undertake and complete MASSIVE engineering projects in remarkably short time spans, courtesy of their obsessive natures and force multipliers such as semi-autonomous construction Warmounts. Asked by the DarkWaters to help construct a giant spinner-station able to produce high-density metal alloys for ship construction, Clan Scelptor accomplished the job, expected to take seven years, in only THREE, although the finished station had some distinctive and peculiar aesthetic features.

Motif: A series of concentretic and sectioned gold circles

a)Origins:
Splinter of the Silvermoon. It is believed that a taskgroup of Silvermoon Tinkers discovered the surviving Duvwight Builders during an expedition to salvage an apparently abandoned Duvwight structure. Instead, the expedition discovered the original builders and became so enamored of them that they became both keepers and disciples of the Duvwight. The separation of the Scelptors from the Silvermoons concerns some Silvermoon members, who fear that the Scelptors have been seduced away from Silvermoon ideals by the lure of alien tech.

b)Where First Encountered
Three Galaxies, Thundercloud Galaxy

c)Tribe Size
Large; 50,000 members

d)Tribe Organization
Traditional Matriarchy directed by a Headswoman

e)Tribal Composition
Tinkers make up 75% of the tribe. The rest is fairly evenly divvied up among the lower castes.

f) Highest Caste Class
Tinkers

g) Gender Division
99% Female, 1% Male

h) Home Environment
Nomadic spacefarers, traveling from construction site to construction site in giant clan-ships. It is rumored that they have a permanent enclave somewhere secreted inside an ancient Duvwight megastructure, as yet undiscovered by the rest of the Tribes, but that remains unsubstantiated rumor.

i)Technology Level
Advanced Spacefaring, with a particular focus on construction technologies. The Scelptors are able to synthesize several types of building materials for their projects that defy analysis and replication by others. The most impressive of these materials is grath, a nearly indestructable material with incredible tensile strength, able to take great forces without bending or breaking. Grath appears to be impractical for smaller applications, such as body armor or vehicle plating, but can(and is) used for such things as orbital elevators, gas giant taps, planetary ring spinners, and gravity whips.

j) Relations with Outsiders:
Reclusive. On occasion, Clan Scelptor may gift those they consider good neighbors with some enigmatic artifact or functional structure(one planet, for example, received a massive solette that shaded their planet from increased solar radiation from their solar system’s sun, preventing a catastrophic overheating of their planet, while another planet discovered that overnight their oceans were being cooled by massive heatsinks, preventing, again, castatrophic planetary heating due to the release of sub-oceanic greenhouse gases).

k)Relations with Other ‘Shemarrians’
Reclusive. Scelptor will deal and trade with their fellow Shemarrians, especially in commissioned construction projects, but they’re even more asocial than the DarkWaters on a bad day. Their obsessive dedication to their work has earned them a reputation as workaholics as bad as any spriggan(the faerie folk, not the Shemarrian Elite) with a bad caffeine addiction.

l) Purpose
-Create Great Works; Clan Scelptor is obsessed with creating massive works of great utility and/or great beauty, in many ways continuing the Duvwight legacy, but adding a Shemarrian dimension to it.
Scelptor has a secondary purpose of crusading to smash the arachnoid Star Hunter species, out of respect for their Duvwight NeShemar benefactors.

m) Preferred Mode of Combat
Commando style sneak attacks, especially on infrastructure. As a tribe of engineers, Clan Scelptor gets downright creative at hitting opponents in their weak spots. Typically, an opponent attacking the tribe will dash themselves on the almost invulnerable grath walls of the Scelptors’ facilities and ships, or be distracted by hordes of Warmounts and construction robots, all the while the tribe’s warrior-tinkers or smaller engineer drones are crippling enemy infrastructure. One notable incident resulted in an entire Exile fleet’s gravity drives all failing simultaneously, leaving them stranded in deep space while the Scelptor clan-ship they were harassing vanished into the void.

n) Unique Attributes
-Engineering Aptitude; ALL Clan Scelptor members have extensive engineering and repair skills(+1d8 skills, each with a +25%, from the Electrical, Mechanical, or Technical categories, to EVERY caste/class member in the tribe), at the LEAST equal to any baseline Tinker. They also all possess an integral and comprehensive knowledge of Duvwight engineering secrets, though they will destroy themselves before revealing those secrets. Consider any engineering or repair task initiated by a Scelptor to be completed in a THIRD of the normal amount of time.
-Warmounts designed for construction---The real force multiplier is the clan’s use of advanced robotics to build their massive Great Works; it’s become clear that the Scelptors have MANY more Warmounts(or robots equivalent to Warmounts) than actual tribe members, as force multipliers, but the Warmounts are more rigorously programmed to carry out massive construction tasks semi-autonomously.
-Progen hybridization with the remains of the Duvwight species has led to an increasing number of Scelptor EShemar displaying Duvwight attributes in appearance; pale, stony skin, small gold-tinted eyes, stiff metallic hair, and double opposable thumbs are sure signs of Progen hybrids.
-Clan Ships---The Clan Scelptor homeships are giant alien constructs incorporating massive shields of grath material, and powerful forcefields, though their armaments are relatively light.

o) Prosperity
-Self-Sufficient; the Scelptors do well enough for themselves, but seem to put almost all of their available resources into their grand construction projects. They make enough for their own immediate use, but the bulk of their industry seems to go towards stockpiling for their future BIG projects, with little available to trade. Other tribes see this as a dangerous fixation on grandiose projects, without adequate preparation for more immediate needs, but the Scelptors have ignored these critics.

p) Chart P: Origin Tribe
Silvermoon. The Silvermoons have several times tried to entice the Scelptors to rejoin the mother-Tribe, but these entreaties have failed. The best the Silvermoons have gotten is discounts on commission work from the Scelptors.



The Duvwight
“It was a time of madness in the wake of the Dominators. So much death, so much chaos, so much sense of loss, between what had already been lost, and was going to inevitably be lost as the galaxy continued to crumble. Here and there, though, there were sparks of inspired, even divine, madness that might have lit the galaxy alight again with the glow of galactic sapience . The Duvwight Builders were one of them. Too bad they were all too quickly extinguished by the other, less benign, forms of madness.”
---Areno SeDal, Giants Amongst the Stars: A Pre-History of the Thundercloud Galaxy.

The Duvwight are an ancient humanoid people who emerged into the greater galaxy of the Thundercloud shortly after the great extinction brought on by the Dominator Wars, and found a great silence upon their skies, Shocked and saddened by the clear evidence of a vast living galaxy virtually sterilized by catastrophe, the Duvwight apparently set out to carve the mark of intelligence upon the yawning empty cosmos in the form of Great Works, massive construction projects capable of altering the galaxy itself and proclaiming that the hand of intelligence resided there. Never a terribly physically imposing people, the Duvwight made up for it with a zeal, dedication, and patience unheard of in the day. They were also natural polymaths, and possessed a predilection for organization and cooperation.
The Duvwight were so obsessed with building their Great Works to the exception of all else that they failed to take notice of their neighbors. Sadly, their activity drew the attention of an enclave of the arachnoid Star Hunters(see Rifts: Dimensonal Outbreak) who saw the megascale construction works of the humanoid Duvwight as a threat to themselves and their efforts to establish a new domain away from the humanoids of the other two galaxies. The sheer speed, surprise, and brutality of the campaign of extermination launched by the Star Hunters caught the placid Duvwight completely offguard, and about the only things the Builders could do was destroy their construction secrets before the Star Hunters could acquire them for themselves. Masters of material sciences they might have been, but the peaceful Duvwight were not innate combatants. Still, their improvization and engineering skills slowed the Star Hunters down long enough that the slaughter wasn’t complete. A few Duvwight managed to escape the massacres by hiding within their impregnable Great Works, but very few were able to do so, not enough to continue their Great Works, seek vengeance on the Star Hunters, or even rebuild their species effectively, genetic damage from Star Hunter weapons taking a toll on their DNA. For millenia, the surviving Duvwight eeked out a barebones existence, hiding within their Great Works, and using altered space/time pockets inside them to prolong their lives. By the time the Shemarrians discovered them, the Duvwight were on the edge of extinction, the few survivors literally on life support, in the form of special environment suits and cybernetic implants.
Upon hearing of the Progen technology possessed by the Shemarrians, the Duvwight made a deal; in return for reproduction and the continuation of some small part of their people via Progen, the Duvwight would share their secrets with their saviors. The Duvwight hope was that a hybrid people born of them and the Shemarrians would have the robustness and aggression to fend off the Star Hunters and whatever other threats they might encounter, while once again continuing with the Great Works.
The Duvwight have been completely enfolded into Clan Scelptor as NeShemar, or their hybrid offspring as Shemar.

Alignments: Any, though WERE predominantly Principled in their heyday. The massacre by the Star Hunters has embittered the survivors, though, so EVIL Duvwight are a possibility.
Lifespan: 300 years, though the use of cybernetics and warped space/time effects has led to some having effective lifespans of THOUSANDS of years.
Size: 12 ft tall, with an average weight of 800 lbs
Gender: Heterosexual, with a relatively low birth rate(gestation took 20 months). Those who survived to be discovered by the Shemarrians were all effectively sterile due to age and genetic damage.
Physical Description/Appearance:
Mineraloid intelligences, with a humanoid shape that looked smooth and water-worn or wind-eroded. Skin was pale white or jade-tinted, with hair-like sproutings of metallic gold or copper . Eyes were narrow and long, slanted, and wide-set, gold in color. Forelimbs are long, slender, and ended in six-digited hands with two opposable thumbs. Hind legs are thicker and more solid, with large feet.
By the time the Shemarrians found the surviving Duvwight, genetic-damage mutation and failing health had transformed the Duvwight into shadows of themselves; badly deformed and ailing remanents locked inside suits of golden life-support armor .
Disposition/Attitudes:
Originally an artistic, nearly autistic, people obsessed with making a mark on the empty cosmos. Extremely patient and persistant, given that some of their larger projects would never be finished within tens of generations of Duvwight. Friendly and forthcoming, eager to talk to other peoples, at least until the Star Hunters obliterated them. The Duvwight have since become somewhat withdrawn, embittered, and angry.
Physical Attributes:(baseline)
IQ: 4d6
ME: 5d6
MA: 3d6
PS: 3d6
PP: 3d6
PB: 3d6
PE: 3d6
SPD: 4d6
(ISP): As per psionic class
(PPE): 5d6
Hit Points: 2d4x10 +P.E. +1d6 per level of experience
SDC: 3d6x10
MDC: The later Duvwight cyborgs would have on average 6d6x10 MD.
Horror Factor: 8
Natural Abilities:
*Eidetic Memories---Duvwight have photograhic memories and perfect recall.
*Multi-Spectral Vision---Duvwight can/could see in the whole spectrum, from ultra-violet to infrared.
Psionics: Standard
Magic: None
Cybernetics/Bionics:
By the time of their rediscovery by the Shemarrians, almost all Duvwight could be considered full-conversion cyborgs, dependent on life support armor to survive.
Available OCCs:
Duvwight as a people focused on Scholarly OCCs. The closest they came to soldiers were police officers.
Skills of Note:
All Duvwight possessed a comprehensive understanding and proficiency with computer systems; Computer Operation, Programming, and Repair, all at +20%. Math Basic and Advanced were also possessed at +20%.
Duvwight were particularly accomplished in the Electrical, Mechanical, and Technical fields(+15% to each)
Culture:
Evolved herd-dwelling herbivores(or the mineraloid equivalent), with a strong emphasis on family and community cooperation.
Duvwight were a people with a mission; building great works on massive scales. While they had a domestic economy, their Great Works were understood to have a separate priority and economy. Their government was a unified meritocracy, with shades of guild organization; officeholders attained their station through academic achievement combined with the layout of projects; not just the concept, but the entire attendant logistical setup necessary to accomplish them, and the benefits(and consequences) of the project.

Notes:
Besides the Shemarrians, the Duvwight seem to have attracted the (mostly positive) attention of the Dominators for some reason. Duvwight records record that several times during their sequestration away from the rest of the galaxy, the Duvwights were discovered by Dominators, who clearly knew they were there, but passed them by. Whether the Dominators recognized the Duvwight Builders for who they were, dismissed them as inconsequential, or spared them out of respect to another species of grand architects(or fallen greats), remains unknown, but Dominators seem to give Duvwight structures respect and do not attack or otherwise damage them.

Known Duvwight Builder Megastructures

*Sibalan Ring
(CCW space)---A giant ring, roughly 300 meters in diameter, made of golden grath material, and encircling a humble white dwarf star at a distance of 1.2 AUs. Nobody has been able to gain access to the interior of the Ring.

*Tridian Turbines(CCW space)---Discovered during oceanic surveys of the water world of Tridia, over three hundred giant(600 ft diameter) ducted turbines were found over three miles down in the planet’s deep oceans. The turbines are positioned to take advantage of the fastest currents on the planet, and generate massive amounts of electrical energy that apparently then dumped into the planet’s crust. The reason for this is unknown, though some scientists speculate that the energy may be partially responsible for the powerful ionic emissions streaming from the planet’s poles, and fueling Tridia’s spectacular multi-level auroras. The auroras seem to flicker in deliberate patterns, but efforts to decrypt the patterns have thus far failed to produce anything meaningful.

*Arelian Seine(Chedive space)----A massive structure detected during study of the blue giant star Arelia 257, this 7,000 mile wide crescent of lattice-work superconductor floats atop a supercell in the star’s chromosphere. The Seine appears to have been part of a larger, more complex, structure, but the rest of it seems to have burned away and even the remaining superconductor mesh is deteriorating. The Seine’s location makes actually visiting the artifact all but impossible and currently only remote viewing studies can be conducted.
(The Seine was originally part of a Duvwight project to perform solar engineering, manipulating a blue giant star. It was also the site of the only substantial victory the Duvwight pulled off against the StarHunters; after the arachnoids conquered the orbital structure and established a major nest, using the solar tap for power, the Duvwight sent the station out of orbit into the star, destroying the StarHunters’ docked fleet)


*Demelian Axel(TGE space)---Two giant towers, roughly 30 miles in diameter, rising up 200 miles from each pole of a rocky terrestrial Mars-style world(Demelia IX). Soundings and drilling efforts have determined the towers are actually the end points of a giant axel transfixing the planet’s core.
The TransGalactic Empire has established a large scientific presence on Demelia IX, with large armed encampments at both poles, seeking enterance to the megastructure and access to its secrets. However, no amount of scanning, signaling, or blasting has been able to force entry, let alone find any enterances to the Axel, in the thirty standard years since the structure was discovered.

*Raldian Dial(FWC space)---A free-floating construct of two massive discs, one 100 miles in diameter nested in the center of a larger 750 mile diameter disc, both a half-mile thick and rotating in opposite directions to each other. The Raldian Dial has no apparent power source and no apparent openings to its interior. It is covered over its entire surface area with massive engravings that have thus far defied attempts to decode them.

*Clo Sphere(Bushi Federation Space)---A giant hollow sphere encompassing a small Mars-like planet at roughly TWICE the planet’s diameter.The sphere is open at one end and shows signs that it was still under construction at the time the planet inside was rendered uninhabitable by violent action. It is believed that Clo was a Builder colony world and the Builders were attempting to build a defensive barrier around the planet, but the Star Hunters got to the planet before the sphere could be completed. Little of any technological remains can be found amidst the ruins, and the Bushi Federation clan that discovered it has declared the planet off-limits to all others, as Clo is a ‘haunted world’ not to be tampered with(even though it is claimed that the clan is itself sending expeditions to explore the sphere and planet).



*Dendran Mesh(GR space)----The Golgans claim to have discovered a roughly eliptical mass of latice-work, made of grath, 200 miles wide and 90 miles deep, speeding through the fringes of Golgan-claimed space, at a high percentage(85%) of light speed. The few ships that were able to detect and scan the structure discovered no signs of life or large scale machinery, and the Mesh is believed to be part of a Builder space structure, a construction platform or shipyard perhaps. What propels(or propelled) the Mesh is unknown, as no engine emissions or structures were detected. The Golgan Argosy flotilla that first sighted the Mesh was able to trail it for a week while trying to catch up to it, before losing it in the clouds of the Star Cauldron, an immense nebula. That was eighteen years ago, and there have been no further sightings of the Mesh, despite several Argosy searches.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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DhAkael
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Re: Shemarrian-related fan creations

Unread post by DhAkael »

taalismn wrote:Fringe Tribe: Clan Scelptor
(aka ‘Builders’)

*Blink* :shock: :eek:
Bind the body to the opened mind
Bind the body to the opened mind

I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise


~Dream Again By Miracle of Sound
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taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

...and that finishes off the Fringe Tribes I've got in the line-up for now. Thus far, any other applicants have quickly been weeded out by the Review Committe(one candidate-group, the Hentai Horde, ran screaming after being interviewed by the Sapphire Cobra reps).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

Special treat, Shemar-folks: after seeing the Wulfgar Oreseme(intelligent robot) posted here, Premier(Charles Walton) sent me his original specs for the Thunder Hound Power Armor(which I turned into the Wulfgar) in Northern Gun 2, that accompanied his artwork for the beastie. Said accompanying write-up got edited and reworked, but he sent me the original general specs out of interest. I immediately saw possibilities for story....
With his gracious permission I post both a 'what might have been' and a 'what could be in another universe'.

‘Adalwulf’ ----EShemar Wolf’s Path Oreseme
(based on the original description and game-stats presented by Premier(Charles Walton) for the NG DX-001 Thunder Hound Power Armor---He provided the skeleton and extra systems, I just filled in some holes and merged it with Shemarrian material)

“You may ask ‘if the Adalwulf is such a hotshot elite version of the Wulfgar, why doesn’t its bite do more damage?’ Sure, it has slightly more armor, but a decent Rite of Upgrade ought to fix that right for ordinary Wulfgars. Well, it’s design and intent. A Wulfgar’s great big jagged jaws can carve great big bloody chunks out of you, but you can fall away missing pieces, to squirm away and maybe staunch the bleeding, live to fight another day. The Adalwulf’s jaws are designed to dig in and hold you in place, usually by your face or by your neck, while its claws go to work on the rest of you. Combine that with its leg pylons for pinning you in place, and you see the lie in the name ‘Adalwulf’. ‘Noble wolf’ my ass; they’re dirty bastard street fighters that don’t let go until their prey is screaming crippled or stone cold exsanguinated dead. Apparently the Wolf’s Path qualifies their nobility by an older standard; how many dead bodies they can pile up and stand on.”
---Raul Pasternak TribeWatcher, Wayfinder Anthropologist.

“I was dubious at best, and some of my staff were outright paranoid at first when our ‘hosts’ insisted on assigning these ‘Adalwulf’ as guards to our delegation. As a sign of trust, surrounding your guests with armed aliens is hardly a trusting friendly move. ‘It is for your security’ they said, and I was amongst those who scoffed at the idea. We’d brought tried and true sentry-bots of our own, thank you, and ours were more than adequate. But the ‘Shemar’ insisted, and the other American delegates said if we didn’t abide, there would likely be no North Atlantic Navigation Accord signed, and we’d had a hard enough time convincing everybody to agree to the negotiations, so we grudgingly agreed. The metal-wolves stayed.
Well, when those demons boiled up out of nowhere, the sentry-bots went down down dominos, but the wulf-bots held their ground. They fought those monsters with more art and savagery than I’ve ever seen, and they saved our delegation and many others there at the summit. After that, even the former unbelievers in my group insisted that the wolf-guards stay. They felt safe with them standing watch, which may have been a bigger diplomatic breakthrough than the treaty accords.”

---Helga Brandens, Special Envoy of the Office of Alien Affairs, New German Republic.

“They’re like the Shemarrian equivalent of the old British Beefeater palace guards, only if you hassle them too far they’re fast enough to bite your finger or face off and still appear not to have broken their stance and posture. And they have their bosses’ permission to do that too.”
---Yedi Reckenbeck, Tour Guide, Burlington, Vermont Free State, Greater New England, on a tour of ‘Embassy Row’.

The ‘Adalwulf’(‘Noble Wolf’) Oreseme can be considered to be an Upgraded variant of the ‘Wulfgar’, but in fact, in many respects, it is a throwback to the very origins of the NG DX-001 Thunder Hound Power Armor upon which the Wulfgar is based.
Before Northern Gun could begin production and sales of the NG DX-001, it submitted several design proposals for the new power armor to its most obvious customer and collaborator, the Coalition States. The original NG-X9THK9 PA ‘Law Enforcement, Recon and Assault Fighter Power Armor’ was a decidedly more sophisticated machine, as such prototypes tend to be, with a greater number of integral weapons, including a fully articulated jaw for biting, built-in sonic weapon, and a number of potent melee weapons for grappling and dispatching targets in close quarters combat. Armor protection was slightly better than what would ultimately be approved, though the head protection was slightly less than the finished design, on account of the greater number of moving parts built into it.
The Coalition States generally liked what they saw in the NG-X9THK9, but, even though they relied heavily on Dog Boys in their military, were leery of giving them TOO much individual power. Having final approval say on the design, they gave Northern Gun a list of necessary revisions; cut overall armor(which incidentally cut weight), remove the sonic rifle attached to the design(easy enough for NG to do, since the weapon was proving problematic in development), and simplify the helmet by removing the weapons incorporated into it(this incidentally UPPED the protective value of the head, since it was simpler and had fewer fragile moving parts). Thus revised, the NG-X9THK9 went into production finally as the DX-001.
The original X9THK9 plans were filed away in the company archives, but have apparently resurfaced in the form of actualized hardware in the camp of the Wolf’s Path EShemar. A number of ‘Wulfgar’ have appeared sporting modifications that copy(and improve upon) the original X9THK9 configuration. While a parallel development in Upgrades is entirely possible, those few observers with particularly perceptive and knowledgeable grasp of Northern Gun’s workings(there aren’t many) have wondered if the Wolf’s Path somehow managed to gain access to the X9THK9 schematics. The HOW is what raises what so many questions; given the secrecy surrounding dealings between Northern Gun and the Coalition States, if the Shemarrians were able to gain access to files pertaining to a joint NG-CS design project, it suggests a degree of penetration of Northern Gun’s security heretofore previously unprecedented by the Shemarrian Nation. While it seems more likely that the EShemar acquired the plans from a fourth party that managed to sneak the X9THK9 plans out of Northern Gun, it still raises questions about the degree to which NG corporate security has been compromised.
The ‘Adalwulf’ is not a TOTAL reconstruction of the X9THK9; the EShemar have applied their more advanced technology and taken advantage of the fact that the original PA no longer requires a pilot(and the internal space thus freed up for other systems), to modify the DX-001 accordingly. The overall body design is sleeker, more streamlined, and returns to the original main body and limb armor values and weight. The head is larger and again incorporates the integral weapons dropped from the original X9THK9. The arms return to many of the originally intended weapons, and a WORKING sonic cannon installed. Upgraded sensors and skill programming improvements have been added. In many respects, just as the X9THK9 was meant as a prototype to test and winnow new concepts and technologies for incorporation into the production DX-001, the Adalwulf Oreseme became something of a living high end test platform for many Shemarrian Upgrades intended for the Wolf’s Path.
Adalwulfs have begun appearing in the ranks of the Wolf’s Path, typically as part of the guard retinues of WarChiefs, in which capacity the Oreseme are frequently seen sporting ‘Fasher’ Battle Staffs. The Adalwulf has also appeared as a bodyguard for special circumstances and clients/allies of the Shemarrian Nation.

Changes/Modifications to the DX-001 stats:
Model Type: (NG-X9THK9 PA)
‘Adalwulf’ EShemar Wolf’s Path Oreseme
Class: (Law Enforcement, Recon and Assault Fighter Power Armor.)
EShemar Wolf’s Path Oreseme
Crew: (One.)
Neural Intelligence w/ possible Ecotroz essence ‘Awakening’
M.D.C. by Location:
* Head - 85
Arms (2) - 60 each
Legs (2) - 125 each
Springer Jump Jet Propulsion System
* Lower Maneuvering Jets (8) - 10 each (4 each leg)
* Retractable Forearm Vibro-Blades (2, one each forearm) - 30 each
*Sonic Rifle(one shoulder) - 50
** Main Body - 190
* A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a “called shot”, but even then the attacker is -4 to strike.
** Depleting the M.D.C. of the main body will shut the vehicle down completely, making it useless.

Note: Adalwulf can wear cyborg armors, up to Heavy types, with the appropriate penalties. Most eschew anything but light, ceremonial, armor and cloaks, unless serious heavy combat is anticipated.

Speed
Land: 90 mph (145 km) maximum.
Leaping: Identical to the DX-001
Water: The armor can swim at about 25% of its normal speed or walk along the bottom of a body of water (max depth 1,000 feet/305 m) at 10% of its normal speed.
Flying: None.

Statistical Data
Height: 8 ft
Length: 4 ft
Width: 4 ft at shoulders
Weight: Roughly 540 lbs (245.5 kg).
Cargo: Only what can be carried strapped to the outside of the ‘bot.
Physical Strength: Robotic P.S. of 30.
Power System: Nuclear; average energy life is 20 years.

Systems of Note:
Standard DX-001 Power Armor Systems, plus:

*Enhanced Olfactory Sensor Tracking & Targeting – The original Thunder Hound was well equipped with filters and sensory enhancements that would enable a healthy dog boy to safely smell and sift various odors through specialized filtered vents that were programmed to remove radiation, poisonous and harmful toxins, all the while providing a stronger, longer lasting scent for Dogboys to identify and track. Not being ‘manned’, the Adalwulf instead incorporates an extra-sensitive molecular analyzer system with multiple redundancy channels working in parallel to check trace olfactory clues.
Range: 6 miles (9.6 km).
Can Track by smell at 84%, and Recognize scent at 84%

*Enhanced Stereo Sonic Sensor – Hearing in the NG-X9THK9 was also enhanced with safety decibel filter that can be activated to shield the harmful loud noises and signals that might cause harm or distract a dog boy’s exposed hearing senses, while enabling the Dogboy to sift through various audible noises with a much greater range and accuracy. The Thunder Hound is also able to record and rebroadcast record sounds. So powerful were the intended shielded filters, that a Dogboy would stand near or engage in melee combat a Glitterboy that is discharging the Boom gun and suffer only very minor sonic affects. The Adalwulf design compensates for the lack of a Dog Boy occupant by having a powerful auditory pickup and analysis system, as well as a sonar echolocation system, installed in the head.
Range: 4 miles (6.4 km) for effective auditory ranging, 100 ft range for motion detector. Each ear provides an effective 45-degree field of sensitivity(hence the Adalwulf’s ears are always twitching in watch-mode).

*Superior Teamwork---In teams of five or more Wolf’s Path Tribesmen, they enjoy a +1 to Initiative, +1 to strike, and +3 to Perception as long as they are in line of sight of each other.

*Integral Laser Designators---ALL Wolf’s Path members have optically-integrated laser-illumination systems built into their eyes for ‘painting’ targets for attack with laser-guided weaponry. Effective range of the eye-laser designators is 4 miles.

*PPE Sensor---This is identical to the SNARLSystem deployed as a gun sight by the Rifts Earth Japanese military. Slightly more sensitive with a PPE trigger threshold of 40 PPE. Effective range of 200 ft, with 50% margin of error beyond that out to 500 ft.

Weapon Systems:
1.) Weapon Head---- The original NG-X9THK9 power armor’s helmet was meant to be a multi-weapon platform and sensor unit, with sonic stun-shock emitter, electricity taser jaws and vice bite attacks. The design and mechanics of the Thunder Hound were particularly noteworthy, and this design was carried over into the Adalwulf. The large front fangs and smaller vice teeth are silver plated. The powerful hydraulic jaws are capable of biting, crushing and tearing through M.D.C. hides and armor like a mechanical bulldog would. Inside the mouth is a powerful Sonic Emitter to use against humans, animals and monsters afraid of or vulnerable to loud thunderous or ultrasonic noises. Built into the lining of the jaws is an electrostatic taser that delivers powerful jolts of electricity to bitten and seized adversaries.

a.) Assault Jaws: The NG-X9THK9’s/Adalwulf’s deadly hydraulic jaws can exert a bite that can penetrate M.D. hides and steel, snag flying power armor and creatures, and bite or latch onto monsters, cyborgs, drones, power armors and even some smaller robots in hand to hand combat.
Damage:
Controlled “Soft” Bite/Nip –2d6 SDC
Full Strength Bite – 2d6 MD
Power Bite – 4D4+4 M.D.
Power Bite & Lock Grip – 4D4+4 M.D. from initial power bite plus a 01-50% chance of holding on to its opponents in its teeth. This enables the Thunder Hound to hold on with its locked jaws and deliver an additional damage by shaking its head and neck violently. Each pair of shakes count as one melee attack, does 2D4 M.D. and does not require a roll to strike because the Thunder Hound is latched onto its prey with its vice jaws and teeth. To pull free, an opponent must roll 17 or higher to parry and pull free, but takes 3D4 M.D. in doing so! Otherwise, this lock grip (via only a power bite) automatically shakes lose at the end of the melee round (unless the locker Stabilize pylons are extracted). If the pylons are successfully engaged then the Thunder Hound and the victim caught in the vice are secured until the victim manages to successfully pull free by rolling a 17 a or higher for the next following 2D4 melee rounds or is released by the pilot. Note: In the alternative, the Thunder Hound/Adalwulf can simply hold on to its prey inflicting 1D4 M.D. by maintaining its grip or shock and electrocute it with its taser in its jaws.

b) Shocker Taser(aka ‘Lightning Bite’) ---The Thunder Hound was meant to be able to bite with superconductor teeth that would deliver a powerful electrical zap into an engaged opponent. The Adalwulf retains this ability(and indeed, often intimidates opponents by showing a toothsome open-jawed grin with electricity sparking between its teeth).
Range: Melee
Damage: Inflicts an electrical shock that does 1d6 SDC/HP per jolt. However, this is STUN damage and not tissue-damage. Save at 16 or better or be -6 to strike, parry, dodge, and roll, HALF speed and APMs, for 1d4+1 melee rounds, +1d4 if the ‘Wulf was able to bite soft tissues(like the neck, lips, back of the knee or inside of the elbow. Being shocked five or more times, or with less than HALF hit points remaining, and failing a roll of 15 or better means falling unconscious for 2d4 melee rounds, and suffering stun penalties for a minute(4 melees) afterwards.
Rate of Fire: Each blast or multiple pulse counts as one melee attack/action.
Payload: Effectively unlimited

c.) Thunder Sonic Emitter---A less powerful version of the sonic disorientor system built into the GunWolf. Indeed, failure to successfully miniaturize the system may have led to its cancellation as a power armor-scaled weapon and upgraded it to the GunWolf program. The Shemarrians have installed a working system using technology they acquired from other sources.
Range: 1,600 feet (488 m) for the focused beam, 100 ft for the area of effect sonic boom.
Damage: 2d4 SDC and save versus non-lethal poison(12 or better) or be stunned for 1d4 melee rounds; -5 on initiative, -4 to strike, parry, and dodge. DOUBLE effects and duration for those with particularly sensitive hearing(including, ironically, Dog Boys). It also produces a window-shattering sonic boom in a 45-degree arc along its path out to 100 ft, temporarily deafening those caught in the area of effect(those without ear protection will be -4 to initiative and -1 to parry and dodge for 1d4 minutes, while those inside EBA, light MDC vehicles and power armor will only be deafened for 2d4 melees.
Rate of Fire: Each blast or multiple pulse counts as one melee attack/action.
Payload: Effectively unlimited

2.) Chainsaw Sword(w/ silver-plated teeth) ---Unchanged from the original and held in a back-scabbard. Can be, but rarely is, replaced by other weapons, such as magic blades.

3.) Thunder Boom BarkMini/Sonic Rifle- A more powerful sonic weapon mounted on one shoulder. Northern Gun never quite managed to get all the bugs out of their sonic weapons program, but the Wolf’s Path, with information sharing with the Wayfinders(who’d journeyed to Japan and other locations) were able to adapt others; technology to produce a viable sonic blaster. This weapon doesn’t just stun, it pulverizes materials and traumatizes flesh at short range. The Thunder Boom was meant to be the ‘thunder’ of the Thunder Hound, in the Adalwulf it’s become known as the ‘banshee bark’ or the ‘death howl’.
Range: 1,000 ft and can affect a 10 ft area.
Damage: 4d6 MD focused on one target, 3d6 MD in an area of effect attack(10 ft diameter). Double range and damage underwater. Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
Rate of Fire: ECHH
Payload: Effectively Unlimited

4.) Combat Pylons(2) – To Help secure and hold down the seized opponent, similar to the Glitterboy’s pylons, the Thunder Hound has retractable stake-like pylons built into its legs that can jettison into the ground to help stabilize and lock the power armor and its seized adversary into place. This is often done during pursuits within the city or hunting where the formidable quarry simply needs to be slowed down and or secured while others catch up to detain the prey or deliver the coup de grace. The Adalwulf uses these pylons to better stand its ground against opponents who would simply try to muscle it aside. If a Thunder Hound decides to step on a fallen or grounded opponent and inject the pylon into them it causes 1D6 M.D., plus the victim will be impaled unless they pull themselves free with a successful roll of 18 or higher, causing an additional 2D4 M.D. of damage!

5.) Forearm Weapons(2)---The Shemarrians have grafted over the ability to mount the same forearm weapons as the HX002(the human-piloted version of the DX-001) and made it modular, so the Adalwulf can plug and shoot the same HX022 Forearm Lasers and HX122 Ion Blasters as the production model NG power armors(indeed, they are often sourced from battlefield salvage or hijacked spare parts supplies).

6.) Accessory Weapons---The Adalwulf can pick up and use any appriopriately-scaled weapons. Given their skill programming(and this can be upgraded if required), the Oreseme can use a variety of available types. As ceremonial guards they are often assigned highly stylized(but functional) weapons such as halberds, spears, fasces, and swords, while those assigned to bodyguard duty may be issued additional firearms such as autoshotguns and automatic rifles. Those on field assignments can carry Tribal-issue weapons, including heavy railguns, grenade/missile launchers, and energy rifles.


Programming/Skills:
Adalwulf are typically programmed with modified AIs pulled(or copied) from the ARCHIE-3 A-63 All-Purpose Heavy Robot. As a combat ‘elite’, they have also been upgraded with the following skills:
Wrestling
Boxing
Blending 30%(+5% per level of experience)(see Rifts Australia or Game Master Guide for this skill)
Camouflage 40%(+5% per level of experience)
Trap & Mine Detection 40%(+5% per level of experience)
They are also +20% to any Wilderness skills they elect to pick up naturally.

A typical Adalwulf will have the following combat bonuses:
Actions/Attacks Per Melee: 9(!)
+2 Initiative
+5 Strike
+4 Strike w/ Ranged Weapons
+8 Dodge
+8 Parry
+4 Disarm
+3 Pull Punch
+4 Roll
Critical Strike on a Natural 18-20
Automatic Knockout on Natural 20
Paired Weapons
Judo Throw/Flip
Pin/Incapacitate on Natural 18-20.
Crush/Squeeze attack

Ecotroz-‘Awakened’ Adalwulf have all the traits and psionic abilities of regular Awakened Shemarrians.


Variants:
*’Beorhtwulf'(‘Bright Wolf’)---The Wolf’s Path recently presented the High Wargoddess of the SilverMoon Tribe with a pair of Adalwulf guards as gifts, the Oreseme being modified with an armor upgrade of laser-reflective mirror-chrome. The gift was apparently in recognition of the SilverMoons’ successful defense in the New West of an encampment of the Wolf’s Path that was ambushed by a particularly large and well-armed vampire-affiliated mercenary band. The heavily magicked and demon-bolstered battalion-strength force might have rolled over the Wolf’s Path’s dependents had a platoon of SilverMoons not interposed themselves between the fleeing camp followers and their infernal attackers, refusing to give ground to the attackers. The Beorhtwulf guardians also came with silver-plated vibro-halberds.

*’Gerwulf’(‘Spear Wolf’)---Upgunned variant of the Adalwulf outfitted with a shoulder-mounted modified long-barreled copy of the Black Market’s ‘Baby BoomGun’ with a range of 7,000 ft and damage of 1d6x10 MD per shot. An underbarrel bayonet-hook suggested the variant’s name.

*’Randwulf’(‘Shield Wolf’)---Besides being equipped with a large Roman-style shield(180 MDC), this variant also features a Naruni-style heavy personal forcefield (160 MDC) integrated into it. These Oreseme are typically assigned to bodyguard details.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

"Sister Flashburn, what are you doing with those crates?"
"Ah-hahahha...didn't see you there, Sister Ironlaw! ...what have I got here? ...Um,...cleaning supplies? I need to do some cleaning up."
"...What sort of cleaning job requires fifteen-kiloton nuclear warheads?"
"...ah-"
"BESIDES a vermin-glassing operation, which I KNOW hasn't been called for in MONTHS."
"...er..."
"You were planning another one of your 'Fourth of July' displays, weren't you?"
"..maybe...?"
"WITH FIFTEEN KILOTON NUKES?!"
"No."
"THEN WITH WHAT?!"
"The fifteens are the flash bang fillers. I've got megatorange warheads lined up for the main display."
" :evil: "
" :shock: "
(cue chase music)
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
89er
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Re: Shemarrian-related fan creations

Unread post by 89er »

M3S Notice to all employees:

Due to a rash of experimental explosive prematurely detonated in several areas of high traffic trading, all personal are to egress to the nearest spatial safehouse. This is to ride out any "ill weather" until further notice. Any who fail to do so without proof of reason will be repossessed and reassigned upon sight. This is for they safety of the company.

BoardRuler Hoyt Sparks

PS: Ill Weather is code for Eshemar, usually Flamewings, who are often seeking us out for some wrong. Sometimes aiming Splurgorth at vulnerable planets, other times redistributing suffering across a civilization, the list goes on.
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taalismn
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Re: Shemarrian-related fan creations

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Shemarrian Lexicon


Acolites---EShemar name given to the former Pariah caste.

Assembly Forges---Advanced automated mini-factories utilizing nanotechnology to produce just about everything for the Shemarrian Nation, including Warmounts.

Awakening---Infecting an AI with the Ecotroz. Described as being akin to a spiritual epiphany.

Blacksteel---A cursed, supernatural metal that when incorporated into machinery, and particularly robots, infects them with a malign intelligence, similar to, but not related to, the Ecotroz. The Skullcrushers were formerly much influenced by Blacksteel accidentally incorporated into them by ARCHIE-3’s repair facilities into going after the EShemar rebels with particulary acute hatred and brutality.

Cybofab----Automated bionic surgeon module, used to produce full-conversion NeShemar from organics.

Dark One, the---EShemar name for ARCHIE-3.

Ecotroz---A psionic energy lifeform or viral meme that can infect artificial intelligence systems, increasing their cognitive abilities, lending them emotional sapience, and giving them psionic abilities.

Electrocology---Extensive networks of disguised robotic ‘enimals’ and ‘e-plants’ hidden in a region’s existing ecology to serve as camouflaged communications and industrial infrastructure for an EShemar presence. Can also mean the networked AI industrial infrastructure on lifeless planetoids. More common in the Shemarrian Star Nation than on Rifts Earth.

Eleven, the---The eleven founding formal Tribes of the Reformed(post-SCW) Shemarrian Nation, consisting of the original ARCHIE-3/Hagan Lonovich-manufactured Hawkmoons, Wolf’s Path, Dark Waters, Silvermoons, Ghost Riders, Skullcrushers, Blood Riders, and Horrorwoods, plus the ‘new’ Wayfinders, Sapphire Cobras, and Lost Eclipse. The symbol of the Eleven is the five pointed star, ten of the Tribes represented as points or junctures of the pentacle lines, and the Lost Eclipse claiming ‘the spaces between’.

Enimal---Also ‘E-Animal’. Drone-level AI robots patterned after animals and fulfilling the same roll as pets, beasts of burden, resource harvesters, and active camouflage for EShemar society and operations. Can include ‘e-plants’, sessile robot drones(the descendents of the cyborg ‘Wrydling Trees’) that act as mineral, water, and power harvesters, communications antennae, and service stations in networked ‘electro-cologies’.

EShemar---Specifically Shemarrians Awakened with the Ecotroz, but has come to mean rebel/non-ARCHIE-3 Shemarrians in general.

Fringe Tribes---Shemarrian offshoots and NeShemar applicant organizations not yet recognized as full Tribes.

Ghost Locker---Rumored pre-Rifts forensic/copyright repository of viral programs, advanced operating system code, and artificial intelligence software. Claimed to have spawned the Ghost Riders, who are now its possessors/guardians.

Gifts of Upgrade---Upgrade implants and modifications granted to individual Tribe members as reward for bravery and great achievement.

Great Enemy, the---Splugorth, the traditional enemies of the Shemarrians.

High Council---Shemarrian Star Nation legislative body made up of representatives of the Eleven recognized Tribes, and coordinating actions between the various members.

Low Council---Shemarrian Star Nation representative body meant to allow recognized Fringe tribes(not yet formally recognized as a Tribe) a say in the SSN’s affairs. Invitation to sit on the Low Council is often seen as a first step towards formal recognition as a Shemarrian Tribe(and seating on the High Council).

Loyalists---Shemarrians still loyal to ARCHIE-3.

Maker, the------EShemar name for ARCHIE-3. Typically used in a derogatory sense, as in ‘Maker of Lies’, ‘Maker of Falsehoods’, ‘Maker of Chains’.

Myrmidons---Robot drones too limited in cognitive ability, even with Awakening, to be considered fully sentient and sapient.

NeShemar---Non-Shemarrian Tribal members, typically human(oids) taken into the Tribe and modified via cybernetic and bionic implants. Later came to include non-bionic-converted
Tribal members.

Orseme---Original Sentient Mechanisms. Homebuilt sentient robots with Tribal membership, often Awakened with the Ecotroz.

Progen---Alien technology allowing robotic/bionic organisms to sexually produce offspring.

Reanims---Bionically reconstructed or robotically-augmented constructions based on organic corpses, rarely given anything beyond a drone AI.

Reconciliation, the----Post SCW reunification of the Shemarrian Tribes and the negotiated foregiveness of the formerly Loyalist Tribes such as the Wolf’s Path, Blood Riders, and esepcially the SkullCrushers, who, under orders of ARCHIE-3 or the corruption of Blacksteel, formerly persecuted the rebel EShemar.

ReUnification, the----Post-SCW reformation of the Shemarrian Tribes, and the second declaration of the Shemarrian Nation.

Rites of Upgrade---Communal or individual installation of upgraded hardware and modifications.

SCW---Shemarrian Civil War. The war between the Ecotroz-influenced EShemar and the Loyalists of ARCHIE-3. It also came to cause the non-Ecotroz, but still rebellious, Ghost Riders breaking away. It would also provide the opportunity for the spawning of the Wayfinders, Sapphire Cobras, and Lost Eclipse Tribes.

Shaemarians---An advanced sapient species of spacefaring humanoids hailing from an alternate universe, with many physical similarities to the Shemarrians. Rumored to be a possible inspiration for the Shemarrians. Allies of the Shemarrian Star Nation.

Shaper, the-------EShemar name for Hagan Lonovich. Typically used in a derogatory sense; ‘manipulator’, ‘schemer’, ‘con-man’.

Shemar---Shemarrians

SSN---Shemarrian Star Nation. The larger more extensive branch of the Shemarrian Nation, based in the Three Galaxies, but expanding into other universes as well.

Ten, the---The legendary original Ten Champions of the false Shemarrian myth, interpreted by the Ecotroz to mean ten Tribes, two of which were lost. The symbol of the Ten is the five-pointed pentacle. The myth of the Ten was thrown into contention by the emergence of the ‘heretical’ Eleventh Tribe, the Lost Eclipse, and by the Shaemarians and the existence of Fringe Tribes.

Tinker---EShemar name given to the former Spinster caste.

Trinity Modules--The three fundamental machines of the EShemar society; Progen Chambers, Assembly Forges, and Cybofabs.

Umbra---A Ghost Rider's complement of A.I. personalities/skill-programmes.

Uploading---Wayfinder term for becoming a Transferred Intelligence from an organic body to a robotic (Shemarrian pattern) body.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
abtex
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Re: Shemarrian-related fan creations

Unread post by abtex »

Shemarrian Traffic problem or is it over a 'Parking' space?
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

abtex wrote:Shemarrian Traffic problem or is it over a 'Parking' space?



Yeah, Skullcrushers get really INTENSE about tailgating....
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Shemarrian Fringe Tribes:(To Date)

The Lollipops
The SkyeKlad
Ghezo Guards
The IronHearts
Clan Pantheron
Clan Motron
Clan Megalith
Clan Immensis
Thousand Dragons*
Clan Armorand*
Clan Vespa*
The Radiant Edge*
The IceFlames*
The Steel Gaians*
The Obsidian Dawn*
Clan Scelptor*
The FlameWings**
Clan Alecia***

*First identified by 89er
**First identified by Dhakael
*** First identified by guardiandashi
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
abtex
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Re: Shemarrian-related fan creations

Unread post by abtex »

I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »




The Eshemar tend to be a bit more...kindly...with their convertees, though some of the Ghost Riders and Lost Eclipsers can be pretty fetishistic(ironic, since the Ghost Riders are believed to be 100% AI). :P
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

‘Ovidar’ Electric Sheep
http://i408.photobucket.com/albums/pp164/taalismn/img487_zps28d3bc1f.jpg

“Do androids dream of electric sheep? The Shemarrians do.”

“How are you doing?”
“How am I doing? HOW AM I DOING?! We just got our asses kicked! We just got stripped out of our armor and stuck naked to the side of GIANT SHEEP! Any time I try to get free, it either strips skin like steel wool or it gives me a #$%$ing ZAP! AND WE’RE BEING PARADED IN FRONT OF ENTIRE VILLAGES LIKE THIS, BUCKASS-NAKED STUCK TO GIANT SHEEP!!!”
“Okay, so not well. At least we still got our health. And we’re stuck ON sheep, not IN sheep.”
WWWAAAAAHHHHHHHHH!!!***TAAAZZZZEEE***...urph...”
“You know, prisoner, when we get to our encampment, if your colleague ends up brain-damaged from all your goading, we’re not taking responsibility.”

The ‘Ovidar’ is a bison-sized e-animal which, like the Mooncalf, is deployed in herds or flocks to harvest minerals for later collection and use by the EShemar. In the case of the Ovidar, however, it also processes specific minerals to produce electrically-conductive fibers that it then exudes from its body in a coat of ‘steel wool’(actually more like silica doped with various trace elements). Its mouth is a mandibled rock- and wreckage-masticating conveyor that can chew materials into fine grit for processing.
The Ovidar is a bit more aggressive than the Mooncalf, after the Tinkers who engineered the KMCPRD02 discovered it could, among other things, radiate an electrical charge that could stun nearby organic beings. The Tinkers also discovered that objects deliberately pushed into the thick curly wooly hide of the Ovidar could be stuck there through a combination of velcro effect and van der Waals forces. This has made the Ovidar a useful enimal transport for captured prisoners.
The Ovidar is NOT used as a Warmount, in part due to its very electrical defense, slow speed, relative fragility, and herd mentality. They are, however, often used as watch animals, patrollers, and battlefield mappers and scavengers. They are also occasionally used as pack animals and transports.
Ovidars are used by just about all the Tribes, but are most common amongst the Wolf’s Path, Silvermoons, and Horrorwoods. Ovidars can be found in large flocks of fifty or more members, depending on the availability of minerals, and are often escorted by Acolites or NeShemar, and Shemarrian Wolves. N’R’Mar also often maintain herds of Ovidar.
Ovidars, like many resource e-animals, is almost NEVER Awakened with the Ecotroz essence. It is a fairly dumb robotic drone that is, more often than not, simply melted down and recycled when its powerplant runs down and its systems fatigue beyond profitable efficiency.

‘Where does steel wool come from? If you’re a Shemarrian, it comes from electric sheep, of course!”

Type: EcoS-KMCPRD02 ‘Ovidar’
Class: Robotic Animal; Materials Harvester and Processor
Crew: None; robot intelligence
MDC/Armor by Location:
Main Body 90
Head 40
Legs(4) 20 each
‘Wool’ Coat 6d6
Height: 9 ft
Width: 5 ft
Length: 12 ft
Weight: 1,000 lbs
Cargo: Only what can be stuck/entangled on its sides; can carry up to 875 lbs.
Physical Strength: Equivalent to Robotic P.S. of 35
Powerplant: Nuclear w/ 10 year energy life
Speed: (Running) 65 MPH
(Leaping) Can jump 15 ft up/across; increase by 50% with a running start.
(Flying) Not possible
(Space) Not possible
(Underwater) Limited to walking on the bottom at about 3 MPH, maximum depth of 800 ft.
Market Cost: Exclusive to the Ecotroz-Shemar. A fully functional Ovidar could be worth 10 million and up on the Black Market for its technology and ability to produce superconductor.
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 10 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual owners.

*Metal Detector/Magnetometer----100 ft range.

*Molecular Analyzer---Installed to allow the Ovidar to hunt the necessary raw materials and trace elements for optimal production.

*Bionic Cybernanite Repair Systems---ALL Ovidar have the same bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 4d6 MD per hour, and can repair 80 MDC before needing material stocks to convert to MD repair material.

*Internal Fiber Fabricator---A compact mini-fac inside the Ovidar takes in ‘masticated’ raw material and uses both chemical and nanotech processes to turn the material into various grades of wire, fiber, and superconductor, which is than exuded out of thousands of pores in the outer casing of the ‘bot, giving it a shaggy covering. This covering can then be harvested by the Shemar, who use an ultrasonic signal to cause the Ovidar to cut loose its coat at the roots, allowing it to fall free.
Under average foraging conditions, the Ovidar can generate about 2d4 pounds of superconductor a day.

*EMP Shielding----Ovidar are ‘naturally’ shielded against the effects of EMP and electro-disruption weaponry. Their superconducting ‘wool’ coats may soak up EMP and insulate the robot within from its effects. Ion weapons also do HALF damage to them.

Note: Ovidars produce a strong magnetic field that makes them show up quite well on a magnetometer, or even using a compass. This incidentally makes them easier to find if they get lost, but some poachers (and EM-sensitive predators or electrovores such as the Power Leeches) have also been attracted by this electromagnetic ‘spoor’.

Weapons Systems:
1)Short Range Laser Torch---Mounted in the head is a short-range laser cutter meant for melting rock ores and ice. The Ovidar’s laser is somewhat longer ranged than that installed in the Mooncalf, and can be used to defend against predators, intruders, and tech-poachers. Having a flock of Ovidars open up all at once on the same intruder can add up to some MAJOR damage.
Range: 100 ft
Damage: 3d6 SD, 6d6 SD, 1d6x10 SD, 1d4-6d6 MD
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Tazer-Coat----The Ovidar can release an electrical charge through its wiry covering. doing electrical stun damage to targets in contact/entangled in it.
Those coming into contact with the charged ‘wool’ must save vs. coma(16 or better) or be shocked unconscious for 1D6 minutes. EBA defeats it, but partial body armor and heavy clothing provide only partial cover against a taser strike(must roll a 13 or better) and effects/duration are HALVED.
Partial Cyborgs have a 50% chance of having their cybernetics disrupted for 1D10 minutes, and a 20% chance of a non-vital system being permanently shorted out. Full conversion cyborgs have only a 25%/5% chance, and Assault Cyborgs and those with hardened systems aren’t affected at all.

3) Tangle Coat----The tangled matted coat serves as a sort of velcro netting, and those objects and people pressed into the fur can become helplessly entangled and stuck.
The Tangle Coat is roughly equivalent to very tough plastic twist-tie handcuffs, and holds with a P.S. equivalent of 30(meaning that a combined PS of 30 will be needed to break loose or pull a caught person free of the many loops and burrs).
The Tangle Coat is also particularly unkind to bare flesh; attempts to suddenly yank oneself free will do 1d4 SDC abrasion damage. A good reason why people don’t let Ovidars brush up against their freshly-painted cars; the contact can strip paint like steel wool.

4)(Optional) Ram-Horns---About one in twenty-five Ovidars is fitted with a set of ram horns, based on the Gargoyle Blast Studs. These horns are typically used for removing obstacles or breaking up rocks to get at the minerals inside, but they can also be used to drive off stupid predators and bandits.
Range: Melee
Damage: 3d6 MD
Rate of Fire: ECHH
Payload: Effectively Unlimited

Actions/Attacks Per Melee: 5
Initiative +2
Dodge +3
Strike +1 (+2 w/ ranged weaponry)
Roll +3
Bite 1d6 MD
Kick 1d6 MD
Stomp 2d6 MD
Head Butt 1d4 MD
Bodyblock/Ram 3d6 MD

Programming:
Navigation 80%
Climbing 65%
Excavation 85%
Mining 90%
Recycling 80%

Variants:
Certain ‘breeds’ of Ovidar exist that produce different kinds of fiber, such as fiber optic cable. These variant breeds lack the electrical tazer ability due to their nonconductive coats.
The Wayfinders have also experimented with powering Ovidars with PPE generators in an effort to create magically-endowed materials. These efforts have met thus far with mixed results; at least one Ovidar simply exploded in a magic whirlwind, and one test flock was badly damaged during a leyline storm.

*EcoS-KMCPRD02f---’Feral’ version of the Ovidar, with a head and legs sheathed in faux-flesh skinning, and made to look like any of a number of large, shaggy, ungulates found across the megaverse.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
DhAkael
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Re: Shemarrian-related fan creations

Unread post by DhAkael »

BAAAAAAAAH! -beep-
Bind the body to the opened mind
Bind the body to the opened mind

I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise


~Dream Again By Miracle of Sound
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

DhAkael wrote:BAAAAAAAAH! -beep-



"What do they call the ones with horns on their heads?"
"Rams. Why? OH SHI-"
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
abtex
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Re: Shemarrian-related fan creations

Unread post by abtex »

taalismn wrote:
DhAkael wrote:BAAAAAAAAH! -beep-


"What do they call the ones with horns on their heads?"
"Rams. Why? OH SHI-"

What no Q-lambs? Wolves in Sheep skin. Maybe.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

abtex wrote:
taalismn wrote:
DhAkael wrote:BAAAAAAAAH! -beep-


"What do they call the ones with horns on their heads?"
"Rams. Why? OH SHI-"

What no Q-lambs? Wolves in Sheep skin. Maybe.


You're thinking of the EcoS-K-44 Maskirovan :D :wink:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Galehawk In-Atmo Aerodyne
(aka ‘Ghawk’, ‘T-Lifter’)
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“We believe that a wing of the enemy wargroup has broken off from the main body and will attempt to flank us HERE in this sector.”
“What do we have in that area?”
“Not much. Several scouts and NeShemar construction parties working on the hydroelectric projects there. About a dozen Galehawks in the local air militia.”
“I almost feel sorry for them.”
“They’re workers! They shouldn’t be expected to fight! But what choice do we have, with what we can readily redeploy?”
“You misunderstand, Sister. I almost feel sorry for the ENEMY. A dozen Galehawks in the hands of experienced NeShemar militia pilots? They will drown the enemy in missile fire, they will bury them under cargo pallets and stone bombs. They will get CREATIVE, as the enemy will learn to their great detriment.”


The Galehawk is a light utility aerodyne produced by the Hawkmoons for use by the Tribe’s support workers and NeShemar who are not yet approved, or not allowed, to use Warmounts. The Galehawk shares many characteristics with Rifts Eath aerodynes such as the Bandito Arms Thunderhead VTOL Flyer, though the Hawkmoons have used more advanced propulsion systems(including a hybrid thruster-and-antigravity system) and robotics in the design.
The Galehawk has a rounded bullet-like main fuselage to which are attached two large wings and two long legs. The wings are long and box-like, holding multiple lift fan arrays for propulsion, and have folding pinion-like winglets at the ends for aerodynamic control. The legs are long and spindly, and end in large grasping claws. Cargo can be held in the claws or trapped between the long legs, as the Galehawk possesses a very great lift-to-weight ratio for a vehicle of its size. Both the wings and legs fold when landed; the wings fold back, while the legs fold up and forward. The Galehawk is by no means a graceful-looking creation, and has earned the nickname ‘Ghawk’ among even its operators.
Though not meant for front line combat, like most Shemarrian(and Rifts Earth) vehicles, the Galehawk can engage in combat, being both armed and armored. A small nose turret carries direct-fire weaponry, and the wings can serve as launching platforms for multiple underwing-mounted ordnance stores. The lifting feet are powerful enough to be effective melee weapons, and the Galehawk can engage in both claw-raking and lift-and-drop attacks.
The Galehawk is typically deployed where using a Cyroc would be difficult or unnecessary, lifting cargo and assisting at worksites. The aerodyne is typically piloted by Tinkers and NeShemar. The N’Re’Mar are also known to make extensive use of the Galehawk.

Type: EShe-UVTOL-03 Galehawk
Class: Light Utility Aerodyne
Crew: One
MDC/Armor by Location:
Main Body 250
Reinforced Crew Compartment 75
Nose Turret 60
Wings(2) 100 each
Propulsion Jets(2, rear) 50 each
Legs(2) 90 each
Height: 21 ft w/ legs fully extended, 9 ft with legs folded up
Width: 38 ft wingspan, 12 ft with wings folded
Length: 18 ft
Weight: 12,000 lbs
Cargo: Small space in cockpit for sidearm and survival pack, and a few small personal possessions.
Can carry up to 74 tons suspended underneath it.
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed: (Running) 45 MPH
(Flying) Hover to 570 MPH, maximum altitude 13,000 ft.
Market Cost: EXCLUSIVE to the Shemarrian Nation
Systems of Note:
Standard Aircraft Systems, plus:
*Ejection Seat
*Radar---60 mile range
*Radar Detector---Alerts to the presence of radar beams.
*Magnetic Clamps--The gripper fingers can be magnetized for clamping onto metal objects.
*Winch Hoist ---The underside of the Galehawk can be fitted with a lift coupling for a lift cable able to hold up to 74 tons.

Weapons Systems:
1) Nose Turret---Located in the nose is a small weapons turret. Originally the Galehawk was fitted with a multi-mode version of a common Monstrex modular laser system, but the Tinkers and NeShemar were soon asking for more powerful options. The turret was subsequently modified to accommodate more powerful and diverse options.
a) Precision Laser---A multi-setting laser that can be used for precision cutting
Range: 2,000 ft
Damage: 2d6, 3d6, 4d6, or 1d4x10 SDC, or 1d6-3d6 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

b) Pulse Laser---A heavier laser that trades versatility for damage and rate of fire.
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d6x10+10 MD triple pulse burst
Rate of Fire: ECHH
Payload: Effectively Unlimited

c) Ion Blaster
Range: 2,000 ft
Damage: 3d6 MD single shot, 1d4x10 MD triple pulse burst
Can also fire a ‘scattershot’ burst that does 2d6 MD to a 15 ft wide area out to 1,000 ft.
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Wing Hardpoints(6)---Each wing sports three hardpoints under it that can each accommodate ONE of the following:
a) Mini-Missiles--- shot pod
b) Short Range Missiles--- 5 shot pod
c) Medium Range Missiles---1 per hardpoint
d) Bombs
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
*750-lb Bomb----4d6x10 MD to 65 ft blast radius
*1,000-lb Bomb----1d4x100 MD to 70 ft blast radius
*1,650 lb bomb(1d6x100 MD to 75 ft blast radius)
*2,000-lb Bomb----2d4x100 MD to 80 ft blast radius

e)Modular Weapons---In a pinch, the Galehawk can mount modular weapons similar to those standard to the Monstrex.

3) Claws
The Galehawk can rip and pry with its claws for 3d6 MD or perform a flying rake at 50 MPH or more for 6d6 MD.
It can also do a punch/kick for 2d4 MD.

4) Thruster Downwash---The Galehawk can angle its powerful jet thrusters to knock groundlings off their feet and clear loose debris.
Range: 100 ft and covering a 50 ft wide area
Damage: Objects up to 600 lbs in weight can be picked up and whirled by the winds and thrown up to 50 ft, doing 5d6 SDC/MD damage on landing(or inflicting that much on hit targets).


Hand to Hand Combat Bonuses:
The Galehawk can use bonuses similar to Scout Robot Combat Training plus the following bonuses:
+3 Dodge in flight


Variants:
*EShe-UVTOL-03M---Robot version of the Galehawk. It is rare, but not unheard of, for the occasional Galehawk to be ‘Awakened’ into a full cyberanimal, making the humble Galehawk arguably into a proper Warmount.
The EShe-UVTOL-03M has the following programming:
Radio: Basic 96%
Radio: Scrambler 96%
Navigation(Air) 90%(+5% per level of experience for Ecotroz entity)
Read Sensory Instruments 75%(+5% per level of experience for Ecotroz entity)
Math: Basic 96%
Pilot: Fighter(for maneuvering purposes) 90%
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the GaleHawk intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore, Espionage(Detect Ambush, Detect Concealment), Wilderness(Track Humanoids, Track Animals, Hunting, Identify Plants and Fruits).
Actions/Attacks Per Melee: 4
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3 (Automatic in flight)
Strike +3 (+2 w/ ranged weaponry)
Parry +3
Roll +2
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"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

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"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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